[Module]Tweaked Buildings

Sephi

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Jan 25, 2009
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This module is included in Wildmana by Default. Changes are purely XML (except unhappyproduction from manors/pillar of chains) and can be found in Normalmodules/FFHPLUS/Buildings

The List only shows the changes compared to FFH.
List of tweaks
  • Archery Range, Hunting Lodge,Stable, Siege Workshop, Training Yard (and UU of it) cost reduced to 60 :hammers:
  • Alchemy Lab cost reduced to 150 :hammers:
  • Aqueduct removed (other buildings provide more health)
  • Carnial cost reduced to 60 :hammers:, +2 :culture: (+4 after 100 turns)
  • Asylum allows 3 Scientists
  • Adventurers Guild +5 :culture: (+10 after 100 turns)
  • Chancel of Guardians cost reduced to 30 :hammers:
  • Citadel of Light cost reduced to 100 :hammers:
  • Pallens Engine cost reduced to 100 :hammers:
  • Reliquary cost reduced to 60 :hammers:, twice culture after 100 turns
  • Adularia Chamber cost reduced to 100 :hammers:
  • Command Post cost reduced to 120 :hammers:
  • Courthouse cost reduced to 60 :hammers:
  • Demons Altar cost reduced to 50 :hammers:, +2 :culture: (+2 after 100 turns)
  • Dungeon cost reduced to 80 :hammers:, provides -45 war weariness
  • Forge cost reduced to 150 :hammers:
  • Granary cost reduced to 80 :hammers:, allows a city to export food
  • Smokehouse cost reduced to 80 :hammers:, allows a city to export food
  • Grove cost reduced to 100 :hammers:, +2 :culture: (+4 after 100 turns)
  • Harbor cost to 90 :hammers:
  • Herbalist cost reduced to 60 :hammers:, +2 :health: from reagents, nature mana
  • Infirmary cost reduced to 200 :hammers:, +5 :health:
  • Inn cost reduced to 150 :hammers:, +2 :culture: (+4 after 100 turns)
 
  • Library +2 :culture: (+4 after 100 turns)
  • Lighthouse cost reduced to 120 :hammers:, gives +2 traderoutes
  • Mage Guild cost reduced to 60 :hammers:
  • Manor: Production Bonus from Population reduced, Bonus from angry Population increased
  • Moneychanger cost reduced to 150 :hammers:
  • Monument cost reduced to 30 :hammers:, +2 and +10% :culture: (+4 after 100 turns)
  • Pagan Temple, Desert Shrine, White Hand cost reduced to 60 :hammers:, +3 and +20% :culture: (+6 after 100 turns)
  • Palisade cost reduced to 30 :hammers:
  • Planar Gates reduced to 240 :hammers:
  • Public Bath cost reduced to 120 :hammers:, +33% production mod with marble, gives 2 unhealth, allows to remove diseased from a living unit
  • Shipyard reduced to 120 :hammers:, requires Astronomy, ship production modifier increased to +35%
  • Tavern cost reduced to 200 :hammers:, +2 traderoutes, 50% traderoute modifier, +5 :culture: (+10 after 100 turns)
  • Tax Office cost reduced to 90 :hammers:
  • Theatre cost reduced to 200 :hammers:, +2 :), +5 and +30% :culture: (+10 after 100 turns)
  • Walls cost reduced to 60 :hammers:
  • Tower of Sorcery Building added. cost 600 :hammers:, requires Sorcery, adds 1 metamagic mana, +4 culture (+8 after 100 turns)
 
most of the not so useful wonders have a lower cost and give +1 :) in all cities. I would prefer to keep their cost high and give them a unique bonus that the AI also understands. So ideas are most welcome ;)
 
Interesting stuff. Sad to see Planar Gate isn't on that list, though.
 
You seem to really be tweaking some FFH mainstays. I mean not only are you reducing the costs of some buildings, but youa re also giving them culture.

I kind of like the tower of sorcery though, and see where/why you added it. :) I might just want to turn off ToM victory now, since I hate it when my games are cut short by non military victories. :P

Don't understand the removal of the shipyard, though.

Hella curious about the food export mechanics.
 
shipyard was removed cuz right now AI is completely inept at anything involving navies ( which sadly makes the Lanun kind of pointless :( )

culture was added for exactly the same reason why the tower of sorcery was added: to make culture victory possible for the AI ( and easier for the player ) . indeed, FFH lacked sources of raw culture production, so culture victory called for a very specific playstyle involving Overcouncil to get Liberty ASAP, and then a crapload of bards :D
 
Are the tweaked building bonuses meant to attract the AI as well? How about the doubling at 100 turns, can the AI interpret this or is this for Human players?
BTW, I like the doubling bonus at turn 100, makes sense.
 
[to_xp]Gekko;8608397 said:
shipyard was removed cuz right now AI is completely inept at anything involving navies ( which sadly makes the Lanun kind of pointless :( )

I would never remove something just because the AI doesn't understand it.

added -60 :hammers: to Planar Gates. Since all training buildings are a bit cheaper I guess it is just fair.
 
[to_xp]Gekko;8608397 said:
culture was added for exactly the same reason why the tower of sorcery was added: to make culture victory possible for the AI ( and easier for the player ) . indeed, FFH lacked sources of raw culture production, so culture victory called for a very specific playstyle involving Overcouncil to get Liberty ASAP, and then a crapload of bards :D

I think culture in FFH is so low to make the exploration era longer (less unowned land means more barbs). Since barbarian spawning doesn't depend on total unowned land and barbs rarely even spawn in sight of cultural borders I don't see that much reason to keep culture that low. Culture wars are always fun ;)
 
First of all, thanks for this great modmod!
I really like the way Wild Mana tweaks many parts of FFH2, but not in a drastic way, and I really enjoy the module system :).
You have made me use much time and effort in moduling the game, rather than playing it! :p

Anyway, would AIs understand some bonuses for World Wonders that are used in BTS but not in FFH2?
If they do, it might be nice to give weak FFH2 Wold Wonders the role and power of BTS strong Wonders.
For example, Tower of Eyes can have +X% defense for all cities (still weak though...), and there are many other fascinating functions like:
+X% golden age length, +X beakers (golds, hammers) from religious buildings, +X happy resource (ex. drama, book, and etc), +X% enemy war weariness, +X% great people rate in all cites, Anarchy modifier, +X free specialist(s) in cities, +X commerce from all sea plots, and probably more.

Thanks again!

EDIT:
Some ideas of buildings I am trying to work out i.e. not sure if they are adoptable...
But anyway :
1) Aqueduct providing fresh water to city and/or make all the plots in BFC irrigated.
2) Soul Forge generates units that could be used to hurry production by a base hammer of 1 upon a death of any unit, through the mane/angel function.
3) Make certain Wonders give Trait to the civ, in a way Minor Trait Leader gains Arcane Trait by building Catacomb Liberus (hope I spelled it right...).
4) A building that turns plots into hell train, like the way temple of the hand does + make the changing of plots relative to culture boundary of a city, so a legendary city would have all 6 rings covered with changed plots.

Again, I am not sure if these ideas could be implemented, but thought it would worth a try :)
Hope any of these ideas are found interesting!
Thank you for reading this post.

Editedit: Dear Sephi and Valkrionn,
Sorry for such a late reply, and sorry for not making a new post to say so. Thought it might be too much a trouble if I necromancied such an old thread.
I was away from the forum for quite a while, and missed both your posts... which I definitely should have read!
I would make sure to reply faster the next time :p and thank you for your posts!
 
The XML tags from BTS should work. The AI decision to build the wonders is hardcoded (though easy to modify in python), they will keep building them no matter how you change them. In fact the biggest reason for the AI to build wonders is to deny the human player the possiblity to build ALL wonders (which would be boring). And of course flavour is also a reason.

Let me know if you found some good tweaks for the world wonders.
 
I thought the building was pointless. Guess I was wrong.

HA thats what happened to them I was about to report this as a bug. I had a problem with some AI privateers (I had teched only triremes) and was being pillaged and blockaded. I couldn't get my ships to last a battle with their horde =). The shipyard is useful to get a few upgrades before pirate killing... I did enjoy the fact I had to actually use a navy...
 
Anyone else noticed that the AI usually has trouble fighting back your culture, because of the increased culture output or multiplier of several buildings?
 
EDIT:
Some ideas of buildings I am trying to work out i.e. not sure if they are adoptable...
But anyway :
1) Aqueduct providing fresh water to city and/or make all the plots in BFC irrigated.
2) Soul Forge generates units that could be used to hurry production by a base hammer of 1 upon a death of any unit, through the mane/angel function.
3) Make certain Wonders give Trait to the civ, in a way Minor Trait Leader gains Arcane Trait by building Catacomb Liberus (hope I spelled it right...).
4) A building that turns plots into hell train, like the way temple of the hand does + make the changing of plots relative to culture boundary of a city, so a legendary city would have all 6 rings covered with changed plots.

Again, I am not sure if these ideas could be implemented, but thought it would worth a try :)
Hope any of these ideas are found interesting!
Thank you for reading this post.
I suggest you start a new thread for your ideas/tweaks. If you make your changes modular (which is good as it saves you time) you could also upload your module for other to try out.

Anyway, I think 1.) isn't possible unless there exists an XML tag for it. For 2.), all you need to do is create a new unit (in unitinfos, put iCost to -1 so it can't be build normally) and then in the onUnitKilled event (is somewhere in cveventinfos.py) let the game spawn one (the python events aren't fully modular, you would atleast have to change init.xml from the BUG mod). 3.) is easy, just use the onBuildingBuilt event in cveventinfos.py 4.) can also be triggered in onBuildingBuilt, needs a bit more of python but should be possible.
 
The Aqueduct idea already exists, if you're willing to merge a bit of DLL code. Ahwaric wrote it for Orbis, and next patch it will be in RifE as well... Just a new tag for buildings, which provides fresh water. If the city has fresh water, tiles can be irrigated from it once you have the appropriate tech. ;)
 
For food export, you should not be able to export 2, but get 4 in the importing city, that doesn't make sense. In fact, maybe it should be the other way around. The amount exported should be double the amount imported.

It may be interesting if export/import with the doubling mechanic, simply sent all surplus to the receiving city. Son;t know how complicated that would be for the AI, however.
 
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