Modmods Requests Thread

For Tanks, you can stea...use AAranda's building called TankFactory, look it up. You can clean up the filenames and how they are sorted, etc easily or just download my Individualized Buildings of AAranda modmod somewhere.

Also, he has a building called Watch Tower, that can probably be used for training of archers.

Otherwise, I agree with leaving warriors and those primitive spearmen (however you spell it) alone because historically they developed from people's adaptation to the environment, etc.
 
For Tanks, you can stea...use AAranda's building called TankFactory, look it up. You can clean up the filenames and how they are sorted, etc easily or just download my Individualized Buildings of AAranda modmod somewhere.

Good idea. Guess where I stole my units for the Sea Monsters modmod.
Also, he has a building called Watch Tower, that can probably be used for training of archers.

I think he stole mine. If you double check, it should have exactly the same button.
 
Ok so here some clearing up.

The Spy Requires Writing while the Meeting Hall requires Monarchy. They are on the same column of the tech tree so I would say its probably not too much of a stretch to have the Spy require a Meeting Hall to be made. Also 007 already requires Scotlandyard and Special Agent already requires Intellegent Agency. So all thats left is the Agent and Nanite Spy. I think the "Agent" should require the "Meeting Hall" as well and I have no idea for the Nanite Spy yet. Sicne i have not gotten that far with the future tech units. In short make the "Spy" and "Agent" require the "Meeting Hall" to be made.

-----

Now for the Missile Units. Note that Nukes and Biological Missiles already have buildings required for them. Which leaves the V1 Missile, Guided Missile and Precision Attack Missile. So I am thinking that the Bunker building would indeed be a good building. Unless you feel so inclined to make a new building for those 3 like a "Missile Lab". If so it should probably be made when the V1 Missile is first made.

-----

As for the whole "Pet" thing I have another less complex idea. I will post it some time when I getting it all worked out. It uses existing techs (maybe one new one) and then only a hand full of buildings.
 
Ok so here some clearing up.

The Spy Requires Writing while the Meeting Hall requires Monarchy. They are on the same column of the tech tree so I would say its probably not too much of a stretch to have the Spy require a Meeting Hall to be made. Also 007 already requires Scotlandyard and Special Agent already requires Intellegent Agency. So all thats left is the Agent and Nanite Spy. I think the "Agent" should require the "Meeting Hall" as well and I have no idea for the Nanite Spy yet. Sicne i have not gotten that far with the future tech units. In short make the "Spy" and "Agent" require the "Meeting Hall" to be made.

-----

Now for the Missile Units. Note that Nukes and Biological Missiles already have buildings required for them. Which leaves the V1 Missile, Guided Missile and Precision Attack Missile. So I am thinking that the Bunker building would indeed be a good building. Unless you feel so inclined to make a new building for those 3 like a "Missile Lab". If so it should probably be made when the V1 Missile is first made.

-----

As for the whole "Pet" thing I have another less complex idea. I will post it some time when I getting it all worked out. It uses existing techs (maybe one new one) and then only a hand full of buildings.


Alrighty then. All those are duly noted.
 
Ok here is the re-do of the animal stuff.

Falcony
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Special Abilities
  • +1 :) with Nobility.
  • Double production speed for Nomad leaders.

----

Donkey Farm
Cost: 180

Requires: Horse Breeding, Stable, Horse Resource

Special Abilities
  • +1 Mine Production within City Radus (Not for Upgraded Mines)
  • +1 Trade Routes

----

Camel Farm
Cost: 180

Requires: Bazaar

Special Abilities
  • Double Production for Arabian Empire
  • Required to make Camel Archer.
  • +2 Trade Routes

----

Llama and Alpaca Farm
Cost: 180

Requires: Animal Husbandry, Construction

Special Abilities
  • Double Production for Inca Empire
  • Produces Wool Resource.
  • +2 Trade Routes.

----

Yak Farm
Cost: 180
Food: +1 (Milk)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Special Abilities
  • Double Production for Mongol Empire
  • Double Production for Chinese Empire
  • Produces Wool Resource
  • +1 Trade Routes

----

Reindeer Farm
Cost: 180
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Animal Husbandry, Deer Resource

Special Abilities
  • Double Production for Viking Empire
  • Double Production for Russian Empire
  • +1 Trade Routes

----

Oxen Farm
Cost: 180
Food: +1 (Milk)
Production: +1 (Cart and Plow)

Requires: Animal Husbandry, Cow Resource

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice OR Wheat.
  • +1 Trade Routes

----

Goat Farm
Cost 160
Food: +2 (Milk and Meat)

Requires: Animal Husbandry, Sheep Resource

Special Abilities
  • Produces Wool Resource
  • Double Production for Babylonian Empire
  • Double Production for Sumerian Empire

----

Cat Breeder
Cost: 150
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Special Abilities
  • +1 :) with Kemetism. (Egyptian Cat Worship)
  • +1 :culture: with Kemetism. (Egyptian Cat Worship)
  • Double Production for Egyptian Empire

----

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities
  • Double Production for India Empire (They 1st Domesticated Chickens)

----

Homing Pigeon Coop
Cost: 150
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

  • Can turn 1 Citizen into Spy.

----

Parrot Aviary
Cost: 130
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire

----

Turkey Farm
Cost: 130
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire
  • Double Production for Native American Empire
  • Double Production for Iroquois Empire
  • Double Production for American Empire

----

Duck and Goose Farm
Cost: 130
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • +1 :food: for River City.

----

Rabbit Hutch
Cost: 130
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Special Abilities
  • Produces Wool Resource. (Angora Rabbits)
  • +5% :science: to Laboratory

----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Happiness: +1 (Pet)

Requires: Biology

Special Abilities
  • +5% :science: to Laboratory

----

Guinea Pig Farm
Cost: 130
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Inca Empire
  • +5% :science: to Laboratory

----

Koi Pond
Cost: 200
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Special Abilities
  • Double Production for Japanese Empire

----

Bear Trainer
Cost: 500
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Russian Empire
  • Double Production for German Empire

----

Snake Charmer
Cost: 250
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Egypt Empire
  • Double Production for Persia Empire
  • Double Production for India Empire

----

Dog Breeder
Cost: 200
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Special Abilities
  • +1 :hammers: with Sheep (Sheep Dogs)
  • +1 :hammers: with Cows (Cattle Dogs)
  • +1 :food: with Deer (Hunting Dogs)
  • +1 Trade (Sled Dogs)

----

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

EDIT: Do you think i should make a Horse, Cow, Pig, and Sheep farm as well even though they are resources and just require them have their respective resources to be built?

EDIT2: I also want to fit in a Organ Grinder Monkey but i am not sure how.
 
...

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

So I need the Boatyard to build workboats, but I only get benifit from it if I have fishing places in the city work area and they need workboats to build them. Looks a bit cirrcular to me :) Bedsides which it does not seem "realistic", early fishing boats etc did not need special facillities to build them just a beach.

Filling Factory (Explosives)
- Grenader
- Modern Grenader
- Machine Gun
This is now a national wonder in 2.8 so this idea would limit where these units could be built to only one city.

Airport (Flight)
- Airship
- Early Fighter
It is possible to research the tech for airship long before you get the one for Airport. Perhaps an earlier building called airfield? Or maybe no building requirement.

Military Airbase (Aviation)
- Fighter
- IL2
I realy hate this idea since I never build this building and just keep upgrading my early fighters to orbital fighters ;)
Maybe we could make some sort of missle complex or something for missiles. I don't know if the later units need it either.

There is a missile style building in 2.8. It gets mentioned when you get a tech but I have never been able to build it :) It speeds up the building of missiles, all I think.

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.

If you remove the resource requirement on bazzars you will make those resources valueless. Ie no one will buy them and you can get them for free.
 
Ok here is the re-do of the animal stuff.
...

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

I have problems with these and I am not sure why :) Perhaps it is because you are making assumptions about where on the planet some of the civs will end up. How do you know the Russians and Vikings will even be near the poles and have access to deer? They may be jungle civs. Or maybe its the rabbits! Australia had to build and maintain a fence "as long as the Great Wall of China" to stop this scourge; and if you are on the safe side then a rabbit license is $1,000 (not sure if that is per rabbit or per rabbit per year.)
 
I have problems with these and I am not sure why :) Perhaps it is because you are making assumptions about where on the planet some of the civs will end up. How do you know the Russians and Vikings will even be near the poles and have access to deer? They may be jungle civs. Or maybe its the rabbits! Australia had to build and maintain a fence "as long as the Great Wall of China" to stop this scourge; and if you are on the safe side then a rabbit license is $1,000 (not sure if that is per rabbit or per rabbit per year.)

Fair enough. I will make them easier for those civs to make rather than its exclusively to them. That way its only as exclusive as say Arabians getting a camel unit while no other civ gets that. I personally think all civs should get access to camels.

EDIT: Ok all the appropriate empires can now make it faster than other empires. But none are exclusively for any particular empire.
 
So I need the Boatyard to build workboats, but I only get benifit from it if I have fishing places in the city work area and they need workboats to build them. Looks a bit cirrcular to me :) Bedsides which it does not seem "realistic", early fishing boats etc did not need special facillities to build them just a beach.


This is now a national wonder in 2.8 so this idea would limit where these units could be built to only one city.


It is possible to research the tech for airship long before you get the one for Airport. Perhaps an earlier building called airfield? Or maybe no building requirement.


I realy hate this idea since I never build this building and just keep upgrading my early fighters to orbital fighters ;)


There is a missile style building in 2.8. It gets mentioned when you get a tech but I have never been able to build it :) It speeds up the building of missiles, all I think.



If you remove the resource requirement on bazzars you will make those resources valueless. Ie no one will buy them and you can get them for free.

1. Ok skip the boaryard. It would cross modmods anyways.

2. Yeah I did not know where to put them. The Garrison maybe?

3. Are you sure? The Airship and Airport both are available with Flight tech. It seemed to fit.

4. Now it gives you a reason to build it :P

5. Could you tell me the name?

6. How so? Wouldn't the bazaar give a bonus if they were present? Alternatively we could use my new "Camel Farm" instead.
 
If you remove the resource requirement on bazzars you will make those resources valueless. Ie no one will buy them and you can get them for free.

I'm afraid I don't understand your logic here. If you remove the requirement, but keep the commerce bonus, obviously, ivory and pearls are still useful.
 
I'm afraid I don't understand your logic here. If you remove the requirement, but keep the commerce bonus, obviously, ivory and pearls are still useful.

But not to the AI!. The AI won't pay for them, and you can ask for them and get them free. This is one of the problems with incense. The AI would not even work it until 2.8beta because it "believed" there was no value to it.
 
1. Ok skip the boaryard. It would cross modmods anyways.

2. Yeah I did not know where to put them. The Garrison maybe?

3. Are you sure? The Airship and Airport both are available with Flight tech. It seemed to fit.

4. Now it gives you a reason to build it :P

5. Could you tell me the name?

6. How so? Wouldn't the bazaar give a bonus if they were present? Alternatively we could use my new "Camel Farm" instead.

2. garrison is better but then why does the garrison give xp to gunpowder units if its required then it shouldn't since it is not special anymore

3. Yea - in 2.7 airship was available with thermodynamics now it is the same tech as the airport. Not that I ever build airships.

5. according to the pedia/tech tree its the missle lab and its available with advanced rocketry. Except it isn't

its now 3 hours past my bed time!
 
man i hope all these buildings youre adding are spread out. during the earlier parts of the game there are so many buildings to choose from that you never have idle time to wealth or research. but once you hit the modern era the number drops by a lot and you only have a few good buildings. im in a snail game 2010 and i have been doing wealth/research in my cities for years cause all the buildings are built. some buildings i chose not to build though because they add unhealthiness.
just on a side note...how does a computer network create unhealthiness?
 
man i hope all these buildings youre adding are spread out. during the earlier parts of the game there are so many buildings to choose from that you never have idle time to wealth or research. but once you hit the modern era the number drops by a lot and you only have a few good buildings. im in a snail game 2010 and i have been doing wealth/research in my cities for years cause all the buildings are built. some buildings i chose not to build though because they add unhealthiness.

Most of these changes are happening in the Industrial/Modern era, so that should help some.
just on a side note...how does a computer network create unhealthiness?

Where does it say that?
 
just on a side note...how does a computer network create unhealthiness?

Users of computers who sit in front of their machines too often/long risk a high chance of getting several health issues, for example "Repetitive Strain Injury" (RSI).

Besides, computer networks generate the ability to get addicted to online-games like WoW, which causes the society follow-up-costs as well as to the individual.

And, last but not least, to build a computer-network, you need to have in mind that for the computers (or cell phones) to be built, rare resources have to be extracted, polluting the environment - as well as the health of quasi-slaves in those african metal-mines is exploited big time.
 
computer network improvements create 1 unhealthiness. i tend to not build them or labs as i have enough trouble keeping my cities healthy.
 
But not to the AI!. The AI won't pay for them, and you can ask for them and get them free. This is one of the problems with incense. The AI would not even work it until 2.8beta because it "believed" there was no value to it.

Then the AI logic is suspect. I don't know much about this. Why don't you report your findings to the Better AI forum? The fixes will trickle down from their eventually.
 
Ok here is the re-do of the animal stuff.

Falcony
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Special Abilities
  • +1 :) with Nobility.
  • Double production speed for Nomad leaders.

----

Donkey Farm
Cost: 180

Requires: Horse Breeding, Stable, Horse Resource

Special Abilities
  • +1 Mine Production within City Radus (Not for Upgraded Mines)
  • +1 Trade Routes

----

Camel Farm
Cost: 180

Requires: Bazaar

Special Abilities
  • Double Production for Arabian Empire
  • Required to make Camel Archer.
  • +2 Trade Routes

----

Llama and Alpaca Farm
Cost: 180

Requires: Animal Husbandry, Construction

Special Abilities
  • Double Production for Inca Empire
  • Produces Wool Resource.
  • +2 Trade Routes.

----

Yak Farm
Cost: 180
Food: +1 (Milk)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Special Abilities
  • Double Production for Mongol Empire
  • Double Production for Chinese Empire
  • Produces Wool Resource
  • +1 Trade Routes

----

Reindeer Farm
Cost: 180
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Animal Husbandry, Deer Resource

Special Abilities
  • Double Production for Viking Empire
  • Double Production for Russian Empire
  • +1 Trade Routes

----

Oxen Farm
Cost: 180
Food: +1 (Milk)
Production: +1 (Cart and Plow)

Requires: Animal Husbandry, Cow Resource

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice OR Wheat.
  • +1 Trade Routes

----

Goat Farm
Cost 160
Food: +2 (Milk and Meat)

Requires: Animal Husbandry, Sheep Resource

Special Abilities
  • Produces Wool Resource
  • Double Production for Babylonian Empire
  • Double Production for Sumerian Empire

----

Cat Breeder
Cost: 150
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Special Abilities
  • +1 :) with Kemetism. (Egyptian Cat Worship)
  • +1 :culture: with Kemetism. (Egyptian Cat Worship)
  • Double Production for Egyptian Empire

----

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities
  • Double Production for India Empire (They 1st Domesticated Chickens)

----

Homing Pigeon Coop
Cost: 150
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

  • Can turn 1 Citizen into Spy.

----

Parrot Aviary
Cost: 130
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire

----

Turkey Farm
Cost: 130
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire
  • Double Production for Native American Empire
  • Double Production for Iroquois Empire
  • Double Production for American Empire

----

Duck and Goose Farm
Cost: 130
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • +1 :food: for River City.

----

Rabbit Hutch
Cost: 130
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Special Abilities
  • Produces Wool Resource. (Angora Rabbits)
  • +5% :science: to Laboratory

----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Happiness: +1 (Pet)

Requires: Biology

Special Abilities
  • +5% :science: to Laboratory

----

Guinea Pig Farm
Cost: 130
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Inca Empire
  • +5% :science: to Laboratory

----

Koi Pond
Cost: 200
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Special Abilities
  • Double Production for Japanese Empire

----

Bear Trainer
Cost: 500
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Russian Empire
  • Double Production for German Empire

----

Snake Charmer
Cost: 250
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Egypt Empire
  • Double Production for Persia Empire
  • Double Production for India Empire

----

Dog Breeder
Cost: 200
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Special Abilities
  • +1 :hammers: with Sheep (Sheep Dogs)
  • +1 :hammers: with Cows (Cattle Dogs)
  • +1 :food: with Deer (Hunting Dogs)
  • +1 Trade (Sled Dogs)

----

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

EDIT: Do you think i should make a Horse, Cow, Pig, and Sheep farm as well even though they are resources and just require them have their respective resources to be built?

EDIT2: I also want to fit in a Organ Grinder Monkey but i am not sure how.

Not bad, but why does the Llama and Alpaca farm get +2 trade routes?

Also, some changes I would like to see is restricting some of these to specific latitudes. There is XML to restrict building between Latitude X* and Latitude Y*, and some, like the Reindeer could use it. (No Jungle Reindeer).

*Where X and Y are two integers, between 0 and 90. Don't worry, they apply to both sides of the equator. So putting a restriction of 60-90 would limit buildings to be built above the 60'N and below 60'S line (60's is polar region).

Also, could you add obsolete techs? That makes my life easier.
 
computer network improvements create 1 unhealthiness. i tend to not build them or labs as i have enough trouble keeping my cities healthy.

I know, it is annoying.

But instead of being annoyed, I just took a trip to RoM's BuildingInfos XML, went to the Computer Network's <iHealth> tag, and set it to 0.

Annoyance removed! ;) Personal modmod-ing is wonderful! :D
 
Not bad, but why does the Llama and Alpaca farm get +2 trade routes?

Presumably because llamas and alpacas were/are used as pack animals for transporting goods. They are rather effective at that, even over long overland distances, the sturdy beasts!

But +2 trade routes seems a bit much. With too many +trade routes, one might even hit the maximum (in the GlobalDefines, it is 12)...
 
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