MrAzure's To Do List

I didn't do ostrich farm.

I'll change it to cloth.
Yes Harem should upgrade to Brothel, I have it replaced by Brothel.

Yeah it was Bonemarrorwer, Alberts fixed it for me 2 days ago. Have u updated to the newest SVN?

Also I decided to not add new buildings that give hammers in the first half of Prehistoric because any more will cause building to be completed too fast.

For riverbath I'm thinking +1 health and_minus 1 disease and be at Nomadic Lifestyle.

I was wondering if we should give the animal farms a +1 disease. Animals are a major source of disease.

If we do that, then I can add a crafter that makes brooms and rakes that lowers disease. I strongly think animals should give +1 disease. Not all of them, just some animal farms.
 
I didn't do ostrich farm.

Ah it was Sargon. I will tweak it myself then.

Yes Harem should upgrade to Brothel, I have it replaced by Brothel.

Remember for building upgrade lines you need to list ALL in the line if its at the base of the line. So since Brothel upgrades to Gentleman's Club and Android Brothel you need to have the Harem upgrade to those too. So ...

Harem -> Brothel -> Gentleman's Club -> Android Brothel

Have u updated to the newest SVN?

I thought I did. I will check it again when I update again.

Also I decided to not add new buildings that give hammers in the first half of Prehistoric because any more will cause building to be completed too fast.

That's wise since you can get a lot of hammers from Hunting and/or Slavery.

For riverbath I'm thinking +1 health and_minus 1 disease and be at Nomadic Lifestyle.

I was trying to think where it would fit in. On the one hand I could see it not even needing a tech requirement. On the other hand I am thinking maybe Ritualism as a "Bathing Ritual". Because its one thing to cross a river and get clean but its another to clean up on a regular basis.

I was wondering if we should give the animal farms a +1 disease. Animals are a major source of disease.

They use to, but I removed them for a few reasons, for one people did not want to build them. Two people complained, and three they are now much more represented in the Pests (ex. Fleas, Ticks, etc) and Diseases (Swine Flu, Bird Flu, Anthrax, etc). In short having some animals currently cause diseases and pests, which I think is more than enough.
 
@MrAzure

I found a couple other problems with your buildings ...

1. Ostrich Farm should require Poultry Domestication and not Animal Husbandry.

Ostrich Farm was Sargon at my request. Its prerequsites are still being adjusted. It should require a rattite herd so needs to be megafauna and poultry domestication but I think it needs to be moved much further down the tree to somewhere medieval at the earliest.
 
Okay so Sky Festival could require a Peak in the city. How would I code that.


We could have a grooming ritual that is +1 health and +1 culture that is replaced by the barbershop. It could get a bonus with flint I think the healer hut needs to give some negative disease.
 
Look, at look at the Machu Picchu wonder - it also needs Peak in the city vicinity.

Thanks! Added Hill or Peak in City Vicinity Requirement to Grand Sky Festival in SVN 6477.
 
Okay so Sky Festival could require a Peak in the city. How would I code that.

Like this ...

Code:
			<PrereqAndTerrain>
				<PrereqTerrain>
					<TerrainType>TERRAIN_PEAK</TerrainType>
					<bPrereqTerrain>1</bPrereqTerrain>
				</PrereqTerrain>
			</PrereqAndTerrain>

We could have a grooming ritual that is +1 health and +1 culture that is replaced by the barbershop. It could get a bonus with flint I think the healer hut needs to give some negative disease.

That sounds good. But I would use obsidian.

And good idea for the Healer's Hut with negative disease. Not sure why that has not been done yet.

EDIT: According to the code it says Healer's Hut gives -5 disease. :dunno:
 
Am I right in assuming you have limited the various insect buildings by latitude?

They require Silk + a Resource both in City Vicinity so the chances of getting them are low.


@MrAzure

Depending upon when your "Dance" buildings go obsolete you may want to have it require "Dance Hut" OR "Dance Hall". Note that Dance Hall comes at Folk Dance tech and replaces the Dance Hut.

Thanks for letting me know. This is very useful!:)
 
Hydro
My revised list

Bathing Ritual
Requires River Access
+ 1 :health:-2 Disease
Requires Ritual
Obsolete with Ancient Medicine
Cost 40 :hammers:


Pottery Bathhouse
Requires River Access
+ 2 :health:-4 Disease
Replaces Bathing Ritual
Requires Pottery
Requires Tech Pottery
Cost 75 :hammers:


Tree Platforms
+1 Visibility + 10% Espionage Defense + 2 :espionage:
Requires Wood OR Prime Timber OR Bamboo
Requires Rope
Requires Carpentry
Requires Arithmetic
Requires Ancient Forest or Forest or Jungle
Cost 75 :hammers:


Bird Caller
The stats you said.


Can Turn 1 Citizen to
What is the code for this if I ever need it?


For Insects should both Silk and the Resource be in the City Vicinity..or just the Resource?
 
What is the code for this if I ever need it?


Code:
                        <SpecialistCounts>
				<SpecialistCount>
					<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
					<iSpecialistCount>1</iSpecialistCount>
				</SpecialistCount>
			</SpecialistCounts>

=> Can turn 1 Citizen into Scientist.
 
I was thinking perhaps we should combine Bathing Ritual and Pottery Bathhouse

Bathing Ritual
Req Tech: Ritualism
Req Resources: -
Req Building: -
Cost: 40
Req River Access: Yes
Obsolete Tech: Sanitation
Upgrades to: Bath House

  • +1 :health:
  • -2 Disease
  • +1 :health: with Soap

Note I will give the Bath House, +1 :health: with Soap and minus Disease so they upgrade properly.

- Tree Platforms = Approved
- Bird Caller = Approved

Can Turn 1 Citizen to

Code:
			<SpecialistCounts>
				<SpecialistCount>
					<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
					<iSpecialistCount>1</iSpecialistCount>
				</SpecialistCount>
			</SpecialistCounts>

Example: Can Turn 1 Citizen to Scientist.

For Insects should both Silk and the Resource be in the City Vicinity..or just the Resource?

Yes both in the vicinity. For example ...

Code:
			<VicinityBonus>BONUS_SEA_LIONS</VicinityBonus>
			<PrereqVicinityBonuses>
				<VicinityBonus>BONUS_CLAM</VicinityBonus>
			</PrereqVicinityBonuses>

Sea Lions and Clams in the city vicinity.
 
Bathing Ritual Sounds good.

Have some more for you.

Spearpoint Burial
Requires Mammoths in City Vicinity
Requires Flint
Requires Ritualism
Obsolete wuth Metal Working

They buried very long spearpoints as an offering for good luck when killing Mammoths.

Lichen Burner
+1 :health: +1 :culture:

Requires Carcass or Raw Meat
Requires Tundra in City Vicinity
Requires Scavenging
Requires Lichen Gatherer
Obsolete with Fire Making

Burning Lichen with animal fat helped people who lived in the Tundra to melt ice so they could have drinking water and heat. They had no other way of getting freshwater, and ice used up to much calories to eat.


Bladeknapper
+ 1 :hammers:
Replaced by Flint Knapper
Requires Bone or Carcass
Soft Hammer Percussion
Obsolete with Sedentary Lifestyle




I know what your thinking, we have stone tools maker. The problem is bone microblades occured about 30,000 years before stone and flint knapping. Bone working needs to occur before Hard Hammer Percussion if we wan't it to be realistic, but since that is not possible we can just have a bladeknapper.

Spoiler :
side+hafted+microblades02.jpg
 
Spearpoint Burial
Requires Mammoths in City Vicinity
Requires Flint
Requires Ritualism
Obsolete wuth Metal Working

I would move it to Ceremonial Burial an require a Graveyard. In addition it needs some stats.

Lichen Burner
+1 +1

Requires Carcass or Raw Meat
Requires Tundra in City Vicinity
Requires Scavenging
Requires Lichen Gatherer
Obsolete with Fire Making

Change to Lard instead of Carcass or Raw Meat. I also don't think it should have a culture bonus. But it should have like +1 or 2 Flammability. Also I think it should require Scavenging AND Captured Fire techs.

Bladeknapper

This seems already covered by the various buildings like Flint Knapper, Stone Tool Maker, Bone Worker, etc. So I am going to have pass on this one. Bone Worker should be enough to represent this.

---

On a side note I think the Wet Nurse Hut should be moved earlier to Cooperation tech.

EDIT: And the Bone Marrower should be moved to Bone Working due to when Bone resource is unlocked.

EDIT2: Oh also I think the Lichen Gatherer and Lichen Burner should require Herbalism rather than Scavenging.
 
I would move it to Ceremonial Burial an require a Graveyard. In addition it needs some stats.

I am thinking some sort of cultural and production bonus. This spear points were for ceremonial use and took longer to make the the hunting spear points. They were about a foot long. Also I forgot to mention they sprinkled colored sand on top of the spearpoint.

At 1:45 mark


Link to video.

so +1 :culture: and +1 :hammers:.


Sure, ill move it to Cooperation.
 
Ok here is the "Toilet" line of buildings ...

Excrement Holes -> Outhouse -> Garderobe -> Public Toilet -> Sanitation Chamber

Outhouse
Req Tech: Carpentry
Req Resources: Wood OR Prime Timber OR Bamboo
Req Building: -
Cost: 30
Req Power: No
Obsolete Tech: Modern Sanitation

  • +1 :mad:
  • -4 Disease

---

Garderobe
Req Tech: Sanitation
Req Resources: Stone OR Marble OR Bricks
Req Building: Sewer System
Cost: 105
Req Power: No
Obsolete Tech: Personalized Health

  • +1 :mad:
  • -8 Disease

---

Public Restrooms
Req Tech: Modern Sanitation
Req Resources: Paper
Req Building: Sewer System AND Water Pipes
Cost: 520
Req Power: Yes
Obsolete Tech: Homo Superior

  • +1 :mad:
  • -16 Disease
  • +1 :health: with Soap

---

Sanitation Chamber
Req Tech: Personalized Health
Req Resources: Computers
Req Building: Sewer System AND Water Pipes AND Computer Network
Cost: 4250
Req Power: Yes
Obsolete Tech: -

  • -32 Disease
  • +1 :health: with Soap
  • +1 :health: with Service Bots

---

Thanks! :goodjob:
 
@MrAzure

Entomology Lab
Req Tech: Zoology
Req Resources: Bugs
Req Buildings: Biology Lab AND Zoo
Cost: 300

  • -10 Gold
  • +5 :science:
  • +2 :science: with Paleontology
  • +2 :science: with Wilderness Conservation
  • +2 :science: with Marine Biology
  • +2 :science: with Ecology
  • +2 :science: with Genetics
  • +2 :gold: with Biomaterials
  • +2 :science: with Ecological Engineering
  • +2 :science: with Genome Encyclopedia
  • +2 :science: with Genesis Biology

---

Herpetology Lab
Req Tech: Zoology
Req Resources: Lizards
Req Buildings: Biology Lab AND Zoo
Cost: 300

  • -10 Gold
  • +5 science
  • +2 science with Paleontology
  • +2 :science: with Wilderness Conservation
  • +2 :science: with Marine Biology
  • +2 :science: with Ecology
  • +2 :science: with Genetics
  • +2 :gold: with Biomaterials
  • +2 :science: with Ecological Engineering
  • +2 :science: with Genome Encyclopedia
  • +2 :science: with Genesis Biology

---

Ornithology Lab
Req Tech: Zoology
Req Resources: Poultry OR Parrots
Req Buildings: Biology Lab AND Zoo
Cost: 300

  • -10 Gold
  • +5 :science:
  • +2 :science: with Paleontology
  • +2 :science: with Wilderness Conservation
  • +2 :science: with Marine Biology
  • +2 :science: with Ecology
  • +2 :science: with Genetics
  • +2 :gold: with Biomaterials
  • +2 :science: with Ecological Engineering
  • +2 :science: with Genome Encyclopedia
  • +2 :science: with Genesis Biology

---

Please make these science buildings. Thanks!

I think these need to be -15 or -20 :gold:.
Also these labs at the time had explorers roam the world in ships to discover new creatures and then bring back specimens to their country. Should we add some sort of Ship Building requirement? I am thinking of Darwin, he had a lab, but also needed a ship to travel the world to do his research.
 
@MrAzure

The Quilt Maker should require cloth and not clothing resource.

It should also create some revenue with say +1 gold. I also do not think it should not have -disease or :health:.

Thus I propose ...

Quilt Maker
Req Tech: Sewing
Req Resource: Cloth
Req Building: -
Req City Size: -
Req Power: No
Cost: 40
Obsolete: Industrialism

  • Provides 1 Quilts
  • +1 :gold:
  • +1 :culture:
  • +1% :gold: with Dyes

---

I also recommend ...

Quilt Factory
Req Tech: Assembly Line
Req Resource: Cloth
Req Building: Factory
Req City Size: 6
Req Power: Yes
Cost: 450
Obsolete: -

  • Provides 1 Quilts
  • +3 :gold:
  • +1 :culture:
  • +1% :gold: with Dyes
  • +1 :yuck:
  • +5 Flammability
  • +4 Air Pollution

---

And then the Quilt Maker is replaced by the Quilt Factory.
 
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