Modmods Requests Thread

That is some cool stuff. if you're taking from there, any chance of getting the tile control/beach-head/wheeled unit restriction stuff mentioned?
 
That is some cool stuff. if you're taking from there, any chance of getting the tile control/beach-head/wheeled unit restriction stuff mentioned?

That's what I thought too.

It will take a long time before all of those changes get ported over here though.

You could basically make 10 major mods with all those features over there... :p


HydromancerX,

I've been working on the Domestic Animals mod. Whew, you request a LOT of buildings... Over 30.

I have a few comments, now that I'm 1/2 way done.

1.) Your using Animal Husbandry as a prerequisite tech too often. You need to spread it out some.

2.) You're using Cloning as an obsolete tech too often. Many of those buildings are no longer around, or are virtually obsolete by now, but you marked them to be obsolete by a Transhuman tech, Cloning. I recommend obsoleting most of them by Industrialization. Only a few are still around...

3.) Your adding insane amounts of trade routes. It's going to unbalance the game, heavily in favor in buildings and wonders that boost trade.

4.) Be creative. These buildings are really repetitive. I can tell you copy-n-pasted some of these. I would rather you forced me to create some new modifier to add to the SDK then all these buildings that just add trade routes. If you can't think of any new features off hand, look at the last few pages of the Test of Time PDF I posted. Any of those new attributes, I can easily borrow, and add for buildings. Even if it was made for Techs, or Civics, It would be fairly trivial to change it for buildings, so everything there is game.


I will continue making these as is, but let me warn you. This modmod is going to be turned off by a default install.
 
No Progress yesterday, I was too busy with RL things.

Actually, I was going to steal all the diplomacy changes from Dom Pedro's Test of Time and make it a modmod. Go check out all the cool stuff he did.


It's a veritable gold mine. However, it's too many changes to try to merge all at once. We'd be better off taking the best ideas, one at a time. Otherwise, I'd be overwhelmed.

1. Well get back to work *cracks whip* :p

2. Well that looks more awesome than what I came up with!
 
1. Well get back to work *cracks whip* :p

2. Well that looks more awesome than what I came up with!


I just finished merging the SDK changes for Dom Pedro's Diplomacy changes, including trading military units, workers, and embassies. It seems to work, but now I have tons of XML work to do, and then, will need to beta test it.

Oh, it isn't a game option yet, I need to do that too...
 
HydromancerX,

I've been working on the Domestic Animals mod. Whew, you request a LOT of buildings... Over 30.

I have a few comments, now that I'm 1/2 way done.

1.) Your using Animal Husbandry as a prerequisite tech too often. You need to spread it out some.

2.) You're using Cloning as an obsolete tech too often. Many of those buildings are no longer around, or are virtually obsolete by now, but you marked them to be obsolete by a Transhuman tech, Cloning. I recommend obsoleting most of them by Industrialization. Only a few are still around...

3.) Your adding insane amounts of trade routes. It's going to unbalance the game, heavily in favor in buildings and wonders that boost trade.

4.) Be creative. These buildings are really repetitive. I can tell you copy-n-pasted some of these. I would rather you forced me to create some new modifier to add to the SDK then all these buildings that just add trade routes. If you can't think of any new features off hand, look at the last few pages of the Test of Time PDF I posted. Any of those new attributes, I can easily borrow, and add for buildings. Even if it was made for Techs, or Civics, It would be fairly trivial to change it for buildings, so everything there is game.


I will continue making these as is, but let me warn you. This modmod is going to be turned off by a default install.

1. Hmm well how about this then ...

Red = Changed to Help Spread Out

Hunting
- Dog Breeder
- Reindeer Farm

Animal Husbandry
- Pig Farm
- Cow Farm
- Chicken Coop
- Duck and Goose Farm
- Guinea Pig Farm

Fishing (+ Animal Husbandry)
- Cormorant Trainer
- Koi Pond (+ Meditation)

Weaving (+ Animal Husbandry)
- Sheep Farm
- Goat Farm
- Yak Farm (+ Mountaineering)

Horse Breeding
- Horse Farm
- Donkey Farm

Elephant Riding
-Elephant Trainer

Trade
- Camel Farm
- Oxen Farm
- Parrot Aviary
- Turkey Farm

Ceremonial Burial (+ Animal Husbandry)
- Cat Breeder

Writing (+ Animal Husbandry)
- Homing Pigeon Coop

Music (+ Animal Husbandry)
- Bear Trainer
- Snake Charmer
- Monkey Breeder

Aristocracy (+ Animal Husbandry)
- Falconry

Construction (+ Animal Husbandry)
- Llama and Alpaca Farm

Biology
- Rabbit Hutch
- Rodent Breeder

2. Which ones would you recommend to change from cloning to industrialization?

3. What should I do to balance things out? Have them give coin instead?

4. I would like to make them more unique do you have any suggestions (aside from combing buildings)? They were going to be more unique in that they would produce resources like milk or eggs but we can't do that anymore. I am open to suggestions as long as the number of buildings is not reduced and they stay for each type of animal.
 
In general new food resources are supposed to increase health not decrease it.

Rodent Breeder should require a number of Labs/Universities to support. Eg can build one for every 2-5 universities.

An I thought we had changed the name of Falconry to Falconer (or Old Cogger which is also a falconry term).
 
Ok I tried to make them more interesting ...

Domestic Animal Mod

Horse Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Production: +3
Gold: +1 (Cart Horse)

Requires: Charioty, Stable, Horse Resource

Obsolete: Machine Tools

Special Abilities
  • +10% :hammers: for Horse Units
  • +1 Espionage after discovery of Marxism Tech. (Police Animal)
  • +1 Production with Construction
  • +1 Production with Stirrup
  • +1 Gold with Motion Pictures (Animal Actor)

----

Cow Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +2 (Milk, Meat)

Requires: Animal Husbandry, Cow Resource

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Cow Shrine
Cost: 50
Happiness: +1

Requires: Cow Farm, Hinduism

Obsolete: Cloning

Special Abilities
  • +5% :culture:
  • +1 Gold with Tourism

----

Sheep Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)

Requires: Animal Husbandry, Weaving, Sheep Resource

Obsolete: Cloning

Cheaper Unique Buildings: Celtic Empire

Special Abilities
  • Produces Wool Resource
  • +1 Food with Corn (Fatten them Up)
  • +1 Gold with Replaceable Parts (Quicker Sheering)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Pig Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)

Requires: Animal Husbandry, Pig Resource

Obsolete: Cloning

Special Abilities
  • +1 Unhappiness with Judaism Religion
  • +1 Unhappiness with Islam Religion
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Elephant Trainer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Production: +4
Happiness: +1 (Entertainment)

Requires: Elephant Riding, Ivory Resource

Obsolete: Ecology

Cheaper Unique Buildings: Khmer Empire, India Empire

Special Abilities
  • +10% Prodution for Elephant Units
  • +1 Production with Construction
  • +1 :) with Biology
  • +1 Gold with Motion Pictures (Animal Actor)
  • +1 Gold with Tourism

----

Elephant Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Elephant Trainer

Obsolete: Ecology

Special Abilities
  • +5% Culture
  • +1 Gold with Tourism

----

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

Requires: Animal Husbandry, Aristocracy

Obsolete:Telegraph

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

----

Donkey Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Production: +3 (Work Donkey)
Gold: +1 (Cart Donkey)

Requires: Horse Breeding, Stable, Horse Resource

Obsolete: Machine Tools

Special Abilities
  • +1 Production with Stone (Mining Donkey)
  • +1 Production with Marble (Mining Donkey)
  • +1 Production with Iron (Mining Donkey)
  • +1 Production with Copper (Mining Donkey)
  • +1 Production with Lead (Mining Donkey)
  • +1 Production with Silver (Mining Donkey)
  • +1 Production with Gold (Mining Donkey)
  • +1 Production with Gems (Mining Donkey)
  • +1 Production with Aluminum (Mining Donkey)
  • +1 Production with Coal (Mining Donkey)
  • +1 Production with Bauxite Ore (Mining Donkey)

----

Camel Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Gold: +2 (Caravan Camels)

Requires: Trade, Bazaar

Obsolete: Motorized Transportation

Cheaper Unique Buildings: Arabian Empire

Special Abilities
  • +10% Production for Camel Archer.
  • +1 Gold with Gold
  • +1 Gold with Silver
  • +1 Gold with Gems
  • +1 Gold with Salt
  • +1 Gold with Incense
  • +1 Gold with Spices
  • +1 Gold with Ivory
  • +1 :) with Biology
  • +1 Gold with Tourism

----

Llama and Alpaca Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Gold: +2 (Caravan Llamas)

Requires: Animal Husbandry, Construction

Obsolete: Plastics

Cheaper Unique Buildings: Inca Empire

Special Abilities
  • Produces Wool Resource.
  • +1 Gold with Gold
  • +1 Gold with Silver
  • +1 Gold with Corn
  • +1 Gold with Potatoes
  • +1 Gold with Coffee
  • +1 Gold with Tobacco
  • +1 Gold with Obsidian
  • +1 Gold with Replaceable Parts (Quicker Sheering)
  • +1 :) with Biology
  • +1 Gold with Tourism

----

Yak Farm
Cost: 180
Food: +1 (Milk)
Unhealthiness: +1 (Animal Poop)
Gold: +1 (Trade Yak)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Obsolete: Motorized Transportation

Cheaper Unique Buildings: Mongol Empire, Chinese Empire

Special Abilities
  • Produces Wool Resource
  • +1 Gold with Gold
  • +1 Gold with Silver
  • +1 Gold with Gems
  • +1 Gold with Silk
  • +1 Gold with Rice
  • +1 Gold with Spices
  • +1 Gold with Tea
  • +1 Gold with Replaceable Parts (Quicker Sheering)
  • +1 :) with Biology
  • +1 Gold with Tourism

----

Reindeer Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Hunting, Deer Resource

Obsolete: Ecology

Cheaper Unique Buildings: Viking Empire, Russian Empire

Special Abilities
  • +1 Gold with Fur
  • Only 40' Latitude and Above
  • +1 :) with Biology
  • +1 Gold with Tourism

----

Oxen Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +1 (Milk)
Production: +1 (Cart and Plow)
Gold: +1 (Cart Oxen)

Requires: Trade, Cow Resource

Obsolete: Agricultural Engineering

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice.
  • +1 Food from Wheat.
  • +1 Gold with Gold.
  • +1 Gold with Silver.
  • +1 Gold with Wheat.
  • +1 Gold with Olives.
  • +1 Gold with Wine.
  • +1 Gold with Apple.

----

Goat Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +2 (Milk and Meat)

Requires: Weaving, Animal Husbandry, Sheep Resource

Obsolete: Plastics

Cheaper Unique Buildings: Babylonian Empire, Sumerian Empire

Special Abilities
  • Produces Wool Resource
  • +1 :) with Divine Cult
  • +1 Gold with Replaceable Parts (Quicker Sheering)

----

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

Requires: Animal Husbandry, Ceremonial Burial

Obsolete: Artificial Evolution

Cheaper Unique Buildings: Egyptian Empire

Special Abilities
  • +1 Gold with Motion Pictures (Animal Actor)


----

Cat Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Cat Breeder

Obsolete: Artificial Evolution

Special Abilities
  • +5% :culture:
  • +1 :) with Divine Cult


----

Chicken Coop
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Homing Pigeon Coop
Cost: 130
Unhealthiness: +1 (Animal Poop)
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

Obsolete: Telegraph

Special Abilities
  • Can turn 1 Citizen into Spy.

----

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

Requires: Trade

Obsolete: Ecology

Cheaper Unique Buildings: Aztec Empire, Maya Empire

Special Abilities
  • +1 :) with Writing (Talking Parrots)
  • +1 :) with Biology
  • +1 Gold with Tourism

----

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

Requires: Trade

Obsolete: Cloning

Cheaper Unique Buildings: Aztec Empire, Maya Empire, Native American Empire, Iroquois Empire, American Empire

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

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

Requires: Animal Husbandry, River City

Obsolete: Agricultural Engineering

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Cormorant Trainer
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 Food

Requires: Animal Husbandry, Fishing, Coastal City

Obsolete: Screw Propeller

Cheaper Unique Buildings: China Empire, Japan Empire

Special Abilities
  • +5% Food with Fish.
  • +1 Gold with Tourism

----

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

Requires: Biology

Obsolete: Gene Manipulation

Special Abilities
  • Produces Wool Resource. (Angora Rabbits)
  • +5% Science with Modern Physics

----

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

Requires: Biology

Obsolete: Gene Manipulation

Special Abilities
  • +5% :science: with Modern Physics

----

Rat Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Rodent Breeder

Obsolete: Gene Manipulation

Special Abilities
  • +5% :culture:
  • +1 Gold with Tourism

----

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

Requires: Animal Husbandry

Obsolete: Gene Manipulation

Cheaper Unique Buildings: Inca Empire

Special Abilities
  • +5% Science with Modern Physics
  • +1 Food with Corn (Fatten them Up)

----

Koi Pond
Cost: 100
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Obsolete: Aquaculture

Cheaper Unique Buildings: Japanese Empire

Special Abilities
  • + :) with Pacifism
  • +1 Gold with Tourism

----

Bear Trainer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Ecology

Cheaper Unique Buildings: German Empire, Russian Empire

Special Abilities
  • +5% Gold
  • +1 :) with Biology
  • +1 Gold with Motion Pictures (Animal Actor)

----

Snake Charmer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Motion Pictures

Cheaper Unique Buildings: Egypt Empire, Persian Empire, India Empire

Special Abilities
  • +5% Gold
  • +1 :) with Biology

----

Snake Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Snake Charmer

Obsolete: Motion Pictures

Special Abilities
  • +5% Culture

----

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

Requires: Animal Husbandry

Obsolete: Artificial Evolution

Special Abilities
  • +1 Production with Sheep (Sheep Dogs)
  • +1 Production with Cows (Cattle Dogs)
  • +1 Food with Deer (Hunting Dogs)
  • +1 Gold (Sled Dogs)
  • +1 Health with Medicine (Seeing Eye Dog / Assistant Dog)
  • +10% Production for Dog Units
  • +1 Espionage after discovery of Marxism Tech. (Police Animal)
  • +1 Gold with Motion Pictures (Animal Actor)

----

Monkey Breeder
Cost: 500
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1
Commerce: +1

Requires: Animal Husbandry, Music

Obsolete: Ecological Engineering

Special Abilities
  • +5% :gold: with Biology (Organ Grinder Monkey, Circus Monkey and Zoo Monkey)
  • +5% :health: with Medicine (Assistant Monkey)
  • +5% :science: with Modern Physics (Lab Monkey)
  • +5% Production Speed for Stasis Chamber (Space Monkey)
  • +1 :) with Biology
  • +1 Gold with Motion Pictures (Animal Actor)
  • +1 Gold with Tourism

----

Monkey Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Monkey Breeder

Obsolete: Ecological Engineering

Special Abilities
  • +5% :culture:
  • +1 Gold with Tourism

----

Pet Shop
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Biology

Obsolete: Cloning

Special Abilities
  • +5% Gold with Fish Resource.
  • Upgrades to Clone Pet Store.

----

Cloned Pet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities
  • Upgrades Pet Shop.

----

Phew. Ok that was a lot. Tell me what you think.
 
That looks much better. I like the changes, a lot. Much more interesting too.
 
That looks much better. I like the changes, a lot. Much more interesting too.

Yay! Please give suggestions of you have them. I have basiclly seperated the animals into types and then give each animal stats based on their type. Here are some examples of types.

Labor - Ex. Horse, Elephant, Donkey
Trade - Ex. Camel, Llama, Oxen
Pet - Ex Dog, Cat, Rodent
Food - Ex. Cow, Pig, Chicken
Entertainment - Ex. Bear, Snake, Elephant
Wool Producer - Ex. Sheep, Yak, Alpacca
Test Subject - Ex. Guinea Pig, Rabbit, Rat
Holy Animal - Ex. Cat, Cow, Elephant
Police Animal - Ex. Dog, Horse
War Animal - Ex. Horse, Elephant, Dog

There are more but you can see that many cross over. For instance in the case of the Camel, Llama, Yak and Oxen I tried to give them each a diffrent boost to trade items in their real life regions of the world. So the Camel was more of Africa trade route, Llama South American, Yak was Silk Road and Oxen was Europe Mediterranean.

I will continue making these as is, but let me warn you. This modmod is going to be turned off by a default install.

Are you going to still do this now that I made them more interesting.
 
Are you going to still do this now that I made them more interesting.

Nope. I will make it "On" by default. Good work, you made them much more interesting. It may take even more time to finish though, but all good things take time.
 
Nope. I will make it "On" by default. Good work, you made them much more interesting. It may take even more time to finish though, but all good things take time.

Yay! I really wanted to make so you were not just doing it as my "freebee" but liked what you were making. I DO want to make things interesting and unique. Not just buildings to "fill up space" as some people think I am doing.

2.) You're using Cloning as an obsolete tech too often. Many of those buildings are no longer around, or are virtually obsolete by now, but you marked them to be obsolete by a Transhuman tech, Cloning. I recommend obsoleting most of them by Industrialization. Only a few are still around...

As for the obsolete techs which ones did you think should not have cloning for the obsolete tech and have industrialization instead?

EDIT:

Oh also would it be possible for the Inca Empire have a "Guinea Pig Farm" unique building give +1 food and +1 Food with Corn but not give that bonus for all the other empires? And have the Korean Empire have a "Dog Breeder" unique building give +1 Food but not give that bonus for all the other empires?
 
Yay! I really wanted to make so you were not just doing it as my "freebee" but liked what you were making. I DO want to make things interesting and unique. Not just buildings to "fill up space" as some people think I am doing.

Well, Initially, I did feel that this was a waste of space, but you managed to change my mind; no small feat, mind you. ;)


As for the obsolete techs which ones did you think should not have cloning for the obsolete tech and have industrialization instead?

Horses should go Obsolete at Motorized Transportation. Sheep at Plastics. Elephants at VR. Donkey's at Agricultural Engineering. Camels at Motorized Transportation, Llama's at Plastics, Oxen at Agricultural Engineering...

I'm sure you can come up with more, I need to go to sleep. Don't forget about the online tech tree. It's handy.

Just make sure you don't make 3-5 buildings go obsolete on one tech, because each obsolete building shows up at the picture with the red X through it on the tech tree, and too many will cause a nasty looking overflow, Like Military Training has.
 
Horses should go Obsolete at Motorized Transportation. Sheep at Plastics. Elephants at VR. Donkey's at Agricultural Engineering. Camels at Motorized Transportation, Llama's at Plastics, Oxen at Agricultural Engineering...

I'm sure you can come up with more, I need to go to sleep. Don't forget about the online tech tree. It's handy.

Just make sure you don't make 3-5 buildings go obsolete on one tech, because each obsolete building shows up at the picture with the red X through it on the tech tree, and too many will cause a nasty looking overflow, Like Military Training has.

Ok lets see if I can create some realistic obsolete techs ..

Screw Propeller
- Cormorant Trainer

Telegraph
- Falconer
- Homing Pigeon Coop

Agricultural Engineering
- Oxen
- Duck and Goose Farm

Motion Pictures
- Snake Charmer
- Snake Shrine

Motorized Transportation
- Camel Farm
- Yak Farm

Machine Tools
- Horse Farm
- Donkey Farm

Plastics
- Llama and Alpaca Farm
- Goat Farm

Ecology
- Bear Trainer
- Elephant Trainer
- Elephant Shrine
- Parrot Aviary
- Reindeer Farm

Gene Manipulation
- Rabbit Hutch
- Guinea Pig Farm
- Rodent Breeder
- Rat Shrine

Cloning
- Cow Farm
- Cow Shrine
- Sheep Farm
- Pig Farm
- Chicken Coop
- Turkey Farm

Aquaculture
- Koi Pond

Ecological Engineering
- Monkey Breeder
- Monkey Shrine

Artificial Evolution
- Dog Breeder
- Cat Breeder
- Cat Shrine

I am not sure about this. What do you think?

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

Now that I think of it some of them are dependent upon buildings so they might go obsolete earlier. Lets see ...

The Camel Farm requires the Bazaar. And the Bazaar goes obsolete with Applied Economics. That comes after Motorized Transportation so that's fine.

The Horse and Donkey Farm require Sables. And the Stables go obsolete with Vertical Flight. That comes after Machine Tools so that's fine too! So far so good.

Looks like those were the only 3 buildings that require another building for it to be built. So yay! :D
 
@Afforess

Well what do you think? Are the obsolete techs good?

Also how far are you on the Domestic Animal Pack. Is it hard to update the ones you already did? I hope its not too bad.

The techs look much better. It's going slow, since I have to double back and double check everything, but all in all, fairly smoothly.
 
After the horse resource gets "obsolete", and units after cavalry gets swapped out with motorized vehicles, is it possible to make the horse resource produce +1 :) (because the horses were in a greater degree used in various forms of entertainment such as racing, gambling sports, and outdoor activities). Say, at combustion or motorized transportation tech?
 
I'm just happy to hear some of Dom Pedro's stuff is coming to ROM, some of it sounds pretty interesting
 
@Afforess

How is the Domestic Animal Pack" going?

---------

I thought I better bump up some of the ideas into one post before they get lost in the thread ...

---------

Farm Pack

Bureau of Farm Management (National Wonder. Requires: Weather Forecasting; Obsolete: Planetary Economics)

  • +20% Food stored in City
  • +1 Healthiness in all cities
  • Free Warehouse in all cities

Warehouse (Only available through BoFM; Obsolete: Planetary Economics):

  • +10% Food Stored in City
  • +1 :gold: with Refrigeration
  • +1 :hammers: with Globalization
  • +1 :hammers: from Knowledge Management

Farm Supply (Requires: Chemistry; Obsolete: Environmental Economics)

  • +1 :food:
  • +1 :food: with Refrigeration
  • +1 :food: from Long Range Forecasting
  • +1 :food: from Gene Manipulation

Fair Grounds (Requires: Tourism; Obsolete: Orbital Flight)

  • +30% Maintenance
  • +1 Happiness per 20% Culture Rate
  • +1 Happiness

Organic Market (Requires: Modern Health Care; Obsolete: Terra Computer)

  • +2 Health
  • +1 :)
  • -5% Food
  • +5% Food with Environmental Economics
Florist (Requires: Railroad; Obsolete: Gene Manipulation)

  • +1 :)
  • +5% Gold
  • +5% Culture
  • +5% Gold with Tourism


Greenhouse (Requires: Agricultural Engineering; Obsolete: Vertical Farming)

  • +5% :science:
  • +5% :gold:
  • +1 :food:
  • +1 :food: with Electronics
  • +3% :science:, :gold: with Computers
  • +20% Maintenance

Hydroponics Lab (Requires: Climate Models; Obsolete: Terra Computer)

  • Requires a coastal city
  • +3 :food:
  • +5% :science:
  • +1 :food: with Ecological Engineering
  • +35% Maintenance

Arboretum
(Requires: Tourism & Ecology; Obsolete: Sentient Earth)

  • +10% :gold:
  • +5% :science:
  • +1 :health:

Botanical Gardens (National Wonder)
(Requires: Tourism, Applied Economics, & Ecology; Obsolete: Environmental Economics)

  • +25% :gold:
  • +10% :science:
  • +2 :health:
  • +1 :)
Community Garden (Requires: Medicine; Obsolete: Globalization)
  • +1 :food:
  • +1 :health:
  • +1 :food: with Long-Range Forecasting

---------

Water Pack

* = New Building
Red = City Growth Rate

Aqueduct
Cost: 100
Health: +2

Requires: Canal System

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Required to build Bath House.
  • Double production for Expansive Leaders.
  • Available for free on Renaissance and later starts.
  • Unique Building: Hammam, Baray
  • +10% City Growth Rate

-------

*Cistern
Cost: 105
Food: +1
Health: +1

Requires: Sanitation

Obsolete: Steam Power

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Reservoir
    +5% City Growth Rate

-------

Sewer System
Cost: 495
Health: +2

Requires: Sanitation

Obsolete: -

Special Abilities
  • 10% Maintenance
  • -20% Defense against Espionage
  • Required to Build Water Treatment Plant
  • Available for free on Modern or later starts
  • Builds 20% Faster with Lead
    +10% City Growth Rate

-------

Artesian Well
Cost: 110
Food: +1
Health: +1

Requires: Invention

Obsolete: Civil Engineering

Special Abilities
  • +15% Food with Rice
  • Double production speed for Agricultural leaders.
  • Upgraded by Cannery
    +5% City Growth Rate

-------

*Water Tower
Cost: 150
Food: +1
Health: +1

Requires: Physics

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
    +5% City Growth Rate

-------

*Hand Water Pump
Cost: 250
Food: +1
Health: +1

Requires: Scientific Method, Water Tower

Obsolete: Replaceable Parts

Special Abilities
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Wind Water Pump
    +5% City Growth Rate

-------

*Wind Water Pump
Cost: 350
Food: +2
Health: +2

Requires: Replaceable Parts, Water Tower

Obsolete: Screw Propeller

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Water Pumping Station
    +10% City Growth Rate

-------

*Reservoir
Cost: 450
Food: +2
Health: +2

Requires: Steam Power

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
    +10% City Growth Rate

-------

*Water Pumping Station
Cost: 550
Food: +3
Health: +3

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
    +15% City Growth Rate

-------

Water Treatment Plant
Cost: 585
Health: +2

Requires: Modern Sanitation, Sewer System

Obsolete: -

Special Abilities
  • +10% Maintenance
  • +1 Health with Public Works
    +10% City Growth Rate

-------

*Desalination Plant
Cost: 600
Health: +3

Required: Industrialism, Coastal City

Obsolete: -

Special Abilities
  • +15% Maintenance
  • +1 Health with Public Works
  • Produces Salt Resource.
    +15% City Growth Rate

---------


Vacation Pack

Public Beach
Cost: 1200
Culture: +3
Happiness: +1
Health: +2

Requires: Medicine (Because going to the beach for recreation started in the Victorian Era)

Obsolete: ?

Special Abilities
  • +10% Maintenance
  • Only for Coastal Cities.
  • Can turn 1 Citizen into Artist.
  • +50% Production for Humanitarian leaders.

----

Cruse-Ship Port
Cost: 2400
Culture: +3
Happiness: +2
Unhealthiness: +1 (People getting sick on cruses)

Requires: Tourism, International Port

Obsolete: ?

Special Abilities
  • +20% Gold, -25% Science, +20 Culture
  • +10% Maintenance
  • +10% Unhappiness War.
  • +1 Happiness per 5% Culture
  • Can turn 1 Citizen into Artist.
  • Only for Coastal Cities.

----

Tourist Trap
Cost: 1000
Culture: +2
Happiness: +2

Requires: Tourism

Obsolete: ?

Special Abilities
  • +10% Gold, +5% Science, +10 Culture

----

Ranger Station
Cost: 500
Science: +1
Happiness: +1
Health: +1 (Protecting Against Wildfires)

Requires: Biology

Obsolete: ?

Special Abilities
  • +10% Science
  • +1 Free Specialist per Forest Reserve

----

Campgrounds
Cost: 500
Culture: +2
Happiness: +2
Health: +2

Requires: Biology, Ranger Station

Obsolete: ?

Special Abilities
  • +1 Happiness with Deer Resource
  • +1 Happiness with Fish Resource
  • +1 Happiness with River City

----

Travel Agency (National Wonder)
Cost: 5000
Culture: +5

Requires: Tourism, Vacation Resort, Cruse-Ship Port, Casino (Maybe some more so its harder to get)

Obsolete: ?

Special Abilities
  • +5% Gold per Great Wonder on the entire planet.

----

Gift Shop
Cost: 1000
Culture: +2
Happiness: +2

Requires: Tourism

Obsolete: ?

Special Abilities
  • +15% Gold
 
Back
Top Bottom