New Buildings Discussion

@Faustmouse

Here are some more.

--Buildings--

Sponge Gatherer
Req Tech: Boat Fishing
Obsolete Tech: None
Req Buildings: None
Req Resources: None
Req Terrain Feature in City Vicinity: Coral
Req Coastal City: Yes
Cost: 50
Upgrades To: Sponge Farm

  • Produces 1 Sponges
  • +1 :mad: with Ecology
  • +1 :gold:
  • +1 :health:

---

Sponge Farm
Icon/Button Art: Here
Req Tech: Aquaculture
Obsolete Tech: None
Req Buildings: None
Req Resources: None
Req Terrain Feature in City Vicinity: Coral
Req Coastal City: Yes
Cost: 1650

  • Produces 1 Sponges
  • +3 :gold:
  • +2 :health:

---

Fat Factory
Icon/Button Art: Here
Req Tech: Molecular Biology
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Lard
Cost: 1150

  • Produces 1 Omega Acids
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Oxidation Factory
Icon/Button Art: Here
Req Tech: Fuel Cells
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Omega Acids AND Lithium
Cost: 2000

  • Produces 1 Electrolyte Cells
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Hydraulic Factory
Icon/Button Art: Here
Req Tech: Powered Exoskeleton
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Electrolyte Cells AND Platinum
Cost: 3450

  • Produces 1 Exoskeletons
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Biopolymer Factory
Icon/Button Art: Here
Req Tech: Biomaterials
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Biofuel
Cost: 2450

  • Produces 1 Biopolymers
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Bionics Factory
Icon/Button Art: Here
Req Tech: Bionics
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Exoskeletons AND Biopolymers
Cost: 6350

  • Produces 1 Bionic Suits
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Cybernetic Factory
Icon/Button Art: Here
Req Tech: Brain Machine Interface
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Sponges AND Semiconductors
Cost: 3950

  • Produces 1 Neuroimplants
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

--Resources--

Note: You should use the icons from Anno 2070 for these (except for Lard).

Algae
Reveals: Aquaculture
Enables: Aquaculture

---

Sponges
Reveals: Boat Fishing
Enables: Boat Fishing

---

Lithium
Reveals: Geology
Enables: Geology

---

Lard
Reveals: Cooking
Enables: Cooking

---

Omega Acids
Reveals: Molecular Biology
Enables: Molecular Biology

---

Electrolyte Cells
Reveals: Fuel Cells
Enables: Fuel Cells

---

Exoskeletons
Reveals: Powered Exoskeleton
Enables: Powered Exoskeleton

---

Biopolymers
Reveals: Biomaterials
Enables: Biomaterials

---

Bionic Suits
Reveals: Bionics
Enables: Bionics

---

Neuroimplants
Reveals: Brain Machine Interface
Enables: Brain Machine Interface

---

Thanks! :goodjob:
 
Ok, I'll do that.

I have now writing access to the SVN. Since we are in a freeze (iirc), am I allowed to upload my stuff?

And when I upload the goods, is it possible to make a Faustmouse folder in the resource folder? Will the game find it?
 
Ok, I'll do that.

I have now writing access to the SVN. Since we are in a freeze (iirc), am I allowed to upload my stuff?

And when I upload the goods, is it possible to make a Faustmouse folder in the resource folder? Will the game find it?

1. Since most of your changes are minor (buildings and resources) its ok. However just don't break stuff. Test them out first to make sure. We don't want the freeze held up because some new stuff was buggy. If you think it will be buggy then wait until after the freeze to be safe.

2. I am not sure. You may want to make a Faustmouse folder which has all resources combined into one document rather than separate resources for each. I have one similar to that for all the culture resources. I do not recommend that you have folders in folders.
 
1. Ok than. There are some minor things:

- it says "TECH_MICROWAVES" was wrong.
- Algae (bonus) don't show up at all in the pedia
- Fatty Acids (bonus) shows up in the pedia, but in the buildingInfos it says BONUS_FATTY_ACIDS is wrong.
- Fatty Acids factory don't show up in the pedia

I looked over it but couldn't find a mistake. Could you please have a look?
Rest is good, I also added "requires Energy" and "citysize of 6 or more" as prereqs for your new factories.


2. It worked when I tried it in my copy. But I can also set them up like the other resources, no problem.
 

Attachments

I have not tested these but here is what I can tell from looking.

Code:
			<PrereqTech>TECH_MICROWAVES</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_MICROWAVES</PrereqTech>
			</TechTypes>

1a. It should only be listed once. The bottom one should jut list "NONE". Hopefully this will fix the problem. Also make sure you have the most up to date SVN.

Code:
			<Type>BONUS_ALGAE</Type>
			<Description>TXT_KEY_BONUS_OMEGA_ACIDS</Description>
			<Civilopedia>TXT_KEY_BONUS_OMEGA_ACIDS_PEDIA</Civilopedia>

1b/1c/d. The Omega Acids resources has BONUS_ALGAE as its type. It should have its own type. So both the Algae and Omega Acids are being shared. That's why Fatty Acids shows up in the pedia but not Algae. Also its why the Fatty Acid Factory is not working because Omega Acids are considered Algae. In short chnage it to <Type>BONUS_OMEGA_ACIDS</Type> and it should fix it.

BTW I made similar mistakes when starting out. Feels good to spot them for someone else.

1e. Oh nice call. Thanks. :goodjob: Yeah I totally forgot about those properties.

2. Whatever works then. I just never tried.

3. I did edit your Energy Drinks and Immunity Drug icon/buttons to look like the Anno 2070 art. I also fix the Lard resource since it was hard to tell what it was. But thanks for the rest of the icon/buttons.

4. Make sure the text for Microwaves says "Microwave Ovens" instead of "Microwaves". The tags can stay the same.
 
1a) Oh ok. I could have sworn I also did it in an other building but no warning occoured. Will fix it.

1b/c/d) ah ok. I copied every ressource from the Algae so I might missed that line, thanks!

I did more mistakes but was able to fix them by myself^^ Copied a Factory and in the prereq bonus I just ereased the "cells" from "electrolytie cells" so the new bonus was "BONUS_ELECTROLYTE_BIOFUEL" :P

3) No problem. I remade Nutellafactory and Hovercraftfactory icons (for buildings)

4) Ok, I just edited the name I think.



I will commit to the SVN tomorrow since I have to download it all again and put in the correct link with my username in it :/
 
You're welcome. I really enjoy doing that stuff. It's an awesome feeling if you see your work ingame :)

I fixed the Algae/Omega Acids thing and also a small bug in the Fatty Acid Factory tag. I also changed the TechPrereq_MICROWAVES thing. But the last one is still buggy. When I load my game I get 3 errors: All are TECH_MICROWAVES, 2 in the Microwave (good) and one in the buildingInfos for the Mircowave Factory.
I also have the latest SVN and I checkt it, there definetly IS a TECH_MICROWAVES in the TechInfos.


Edit: nevermind. I updated only my working copy but not the copy I use for playing. In this copy there is no tech_microwaves. So this shouldn't be a problem and everything is fine now.

Mooooore Buildings plz :)
 
You're welcome. I really enjoy doing that stuff. It's an awesome feeling if you see your work ingame :) :)

Now isn't that the best truth, it really is "Awesome" so on my part THX. . . SO
 
@Faustmouse

Here are some more.

--Buildings--

Meth Lab
Req Tech: Counterculture
Obsolete Tech: None
Req Buildings: Laboratory
Req Resources: Chemicals
Cost: 1750
City Size: 6
Requires Power: Yes

  • Produces 1 Meth
  • +1 :)
  • +20 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution
  • +10 Crime

---

Ecstasy Lab
Req Tech: Counterculture
Obsolete Tech: None
Req Buildings: Laboratory
Req Resources: Chemicals AND Bark
Cost: 1750
City Size: 6
Requires Power: Yes

  • Produces 1 Ecstasy
  • +1 :)
  • +20 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution
  • +10 Crime

---

LSD Lab
Req Tech: Counterculture
Obsolete Tech: None
Req Buildings: Laboratory
Req Resources: Chemicals AND Grain
Cost: 1750
City Size: 6
Requires Power: Yes

  • Produces 1 LSD
  • +1 :)
  • +20 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution
  • +10 Crime

---

Soylent Green Factory
Req Tech: Thought Scanning
Obsolete Tech: None
Req Buildings: Factory
Req Resources: None
Req Civic: Mind Control
Cost: 4550
City Size: 6
Requires Power: Yes

  • Produces 1 Soylent Green
  • +5 :mad:
  • +5% :food:
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

--Resources--

Meth
Reveals: Counterculture
Enables: Counterculture

---

Ecstasy
Reveals: Counterculture
Enables: Counterculture

---

LSD
Reveals: Counterculture
Enables: Counterculture

---

Soylent Green
Reveals: Thought Scanning
Enables: Thought Scanning

---

Peat
Reveals: Iron Working
Enables: Iron Working

---

Silk Fibers
Reveals: Sericulture
Enables: Sericulture

---

Hemp Fibers
Reveals: Weaving
Enables: Weaving

---

Cotton Fibers
Reveals: Weaving
Enables: Weaving

---

Flax Fibers
Reveals: Weaving
Enables: Weaving

---

Thanks! :goodjob:
 
Meth Lab, Ectasy Lab, LSD Lab... The NSA must really love your post ;)

Thanks! I'll be a bit slower now, I think, since I got a lot of stuff to do.
But my goal is it that you don't have any building left on your list by the end of the year :crazyeye:
 
@Faustmouse

Going to post some more while I am in a creative mood.

--Buildings--

Saddler
Req Tech: Animal Riding (TECH_HORSEBACK_RIDING)
Obsolete Tech: Vertical Flight
Req Buildings: Storage Pit OR Barter Post OR Trading Post
Req Resources: Leather
Cost: 60

  • Produces 1 Saddles
  • +1 :gold:

---

Piercing Hut
Req Tech: Personal Adornment
Obsolete Tech: Modern Healthcare
Req Buildings: Storage Pit OR Barter Post OR Trading Post
Req Resources: Jewelry OR Bone OR Ivory
Cost: 20
Upgrades To: Piercing Shop

  • +1 :)
  • +1 :culture:
  • +1 :yuck:

---

Piercing Shop
Req Tech: Counterculture
Obsolete Tech: None
Req Buildings: Trading Post OR Shopping District
Req Resources: Jewelry OR Bone OR Ivory
Cost: 1500
City Size: 6

  • +1 :gold:
  • +1 :)
  • +1 :culture:

---

Carpet Maker
Req Tech: Aesthetics
Obsolete Tech: Globalization
Req Buildings: Trading Post OR Shopping District
Req Resources: Cloth
Cost: 100
City Size: 6
Upgrades To: Carpet Factory

  • Produces 1 Carpets
  • +1 :gold:
  • +1 :culture:
  • +1 :gold: with Guilds tech
  • +1 :) with Dyes

---

Carpet Factory
Req Tech: Assembly Line
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Cloth
Cost: 450
City Size: 6

  • Produces 1 Carpets
  • +3 :gold:
  • +1 :culture:
  • +1 :) with Dyes
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

--Resources--

Saddles
Art: Here
Reveals: Animal Riding
Enables: Animal Riding

---

Carpets
Art: Here
Reveals: Aesthetics
Enables: Aesthetics

---

Thanks! :goodjob:
 
Ok, may I ask... How many buildings (and goods) you have on your list right now? :lol: :eek:

My "list" is hard to define. I have actual papers with just listed buildings and then I cross them off when I have done them. I also have online lists in threads I loosely keep track of. Note that some of those can be on my paper lists too. Other I just have in vague notes and even more I have just not written down yet.

Its all very fluid and some ideas get pushed to the back of the list while other come to the front when they were not even on any list (ex. Nanobot Walls). I also take ideas from peoples suggestions and other games I research or historical shows I watch or read about.

In short "The List" is potentially infinite. And not everything on the list makes it in game. However you help has helped move up some stuff that got pushed back on the list. Mainly because they required resources and I don't like making resources (they are boring).

EDIT: For specific examples the Drugs were from a sudgestion which I had both in a post and on my paper list. The Anno 2070 stuff was partially on my paper list but most were done on the fly as I posted for you. The Hovercraft Factory and Microwave Factory were purely mine and were from my TODO list.
 
Ah ok, good to know :)

So, if you don't like resources, send me a list.
Currently, I like buildings and resources equal.

But I'll probably make your posted buildings and resources first.



Edit:
No Air/Water Pollution for the Labs? Also, no crime?
Should Soylent Green Facility somehow be linked to Worldview - Cannibalism?
 
I fixed Immunity Drugs resource. It had the wrong tech requirement.

Ah ok, good to know :)

So, if you don't like resources, send me a list.
Currently, I like buildings and resources equal.

But I'll probably make your posted buildings and resources first.

Will do. And thanks for all your help so far. The Modern and Trans-Human Eras is much more filled in thanks to you.
 
Back
Top Bottom