New Buildings Discussion

Once the GEM was updated with everything new I want to make an industrial and maybe TH era Scenario to playtesting the later eras.

For your Drug Labs and stuff:

No Air/Water Pollution for the Labs? Also, no crime?
Should Soylent Green Facility somehow be linked to Worldview - Cannibalism?
 
@FM

1. That would be cool. I have been play testing late modern era at the moment. It has helped me fix some stuff that went wonky by then.

2. Oh hmm, your right. How about +10 Crime and +5 Air Pollution for each.

3. I was not sure if it should be linked to Worldview - Cannibalism or not. Real it should be like Worldview - Cannibalism OR Mind Control Civic. I think you can do that with some crazy expression system code but I don't recall how to do it.
 
@Faustmouse

Here are some more.

--Buildings--

Power Tool Factory
Art: Here
Req Tech: Electronics
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Parts AND Plastic
Cost: 1100
Requires Power: Yes

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

---

Service Bot Factory
Art: Here
Req Tech: Disaster Robots
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Computers AND (Biopolymers OR Plastics)
Cost: 3700
Requires Power: Yes

  • Produces 1 Service Bots
  • +3 :gold:
  • +1 :gold: with Androids
  • +1 :gold: with Personal Robots
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Pharmaceutical Factory
Req Tech: Medicine
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Drugs AND Chemicals
Cost: 600

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

--Resources--

Power Tools
Art: Here
Reveals: Electronics
Enables: Electronics

---

Service Bots
Art: Here
Reveals: Disaster Robots
Enables: Disaster Robots

---

Pharmaceuticals
Art: Here
Reveals: Medicine
Enables: Medicine

---

Soap
Art: Here
Reveals: Ancient Medicine
Enables: Ancient Medicine

---

Candles
Art: Here
Reveals: Candle Making
Enables: Candle Making

---

Firecrackers
Art: Here
Reveals: Gunpowder
Enables: Gunpowder

---

Manganese
Art: Here
Reveals: Geology
Enables: Geology

---

Thanks! :goodjob:
 
1) I gave the Drug Labs +5 Air Pollution and +10 Crime. But to counter those negatives I decided to give them +20 gold.

2) Should the Piercing Hut and Shop get +X% Culture with (maybe Counter Culture?) like the Tattoo Parlor?

3) Also the Piercers, I was thinking of some +1% gold with... Gold Wares, Platinum Wares etc... Your Opinion?

4) Since there is no Mind Control Tech for Soylent Green, I added them to Thought Scanning where the Mind Control Center is.
 
Ok, may I ask... How many buildings (and goods) you have on your list right now? :lol: :eek:

So I consolidated my written lists and it comes about to around 100 buildings. Of those about 25% are questionable if they should be made. There are a lot more across the forum from suggestions and of course new stuff I have not thought up yet. But at least that gives a finite number as a goal.

Also the question is which of them do I give to you to do and which do I do myself? So far I have mostly just posted resource related buildings for you to do.
 
Ok, I need more buildings and resources to make (btw: I really like your icons, I have no idea where you always find them, but keep on doing so! :goodjob: )

I'm still not able to commit to the SVN and I won't be able to try again until friday. If you need buildings and goods before that I could send them to you again.
 
Ok, I need more buildings and resources to make (btw: I really like your icons, I have no idea where you always find them, but keep on doing so! :goodjob: )

I'm still not able to commit to the SVN and I won't be able to try again until friday. If you need buildings and goods before that I could send them to you again.

1. Thanks. I try to look in existing games that have pre-made icons like AOE, Anno, SimCity, etc. And the most surprising is the whole "ville" series like Farmvile and Frontierville that actually have some really nice graphics.

2. Keep trying and if it doesn't work I can always do the uploading for you.
 
@Faustmouse

Here are some more.

--Buildings--

Dishwasher Factory
Req Tech: Electronics
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Parts AND Plastic
Cost: 1100
Requires Power: Yes
Req City Size: 6

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

---

Washer Dryer Factory
Req Tech: Electronics
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Parts AND Plastic
Cost: 1100
Requires Power: Yes
Req City Size: 6

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

---

Blender Factory
Req Tech: Electronics
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Parts AND Plastic
Cost: 1100
Requires Power: Yes
Req City Size: 6

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

---

Vacuum Factory
Req Tech: Electronics
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Parts AND Plastic
Cost: 1100
Requires Power: Yes
Req City Size: 6

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

---

Appliance Store
Req Tech: Consumerism
Obsolete Tech: None
Req Buildings: Shopping District
Req Resources: Refrigerator OR Microwaves OR Dishwashers OR Washer Dryer OR Blender OR Vacuum
Cost: 960
Requires Power: Yes
Req City Size: 6

  • +3 :gold:
  • +1% :gold: with Refrigerator
  • +1% :gold: with Microwaves
  • +1% :gold: with Dishwashers
  • +1% :gold: with Washer Dryer
  • +1% :gold: with Blender
  • +1% :gold: with Vacuum

---

--Resources--

Dishwashers
Art: Here
Reveals: Electronics
Enables: Electronics

---

Washer Dryer
Art: Here
Reveals: Electronics
Enables: Electronics

---

Blender
Art: Here
Reveals: Electronics
Enables: Electronics

---

Vacuum
Art: Here
Reveals: Electronics
Enables: Electronics

---

Masks
Art: Here
Reveals: Personal Adornment
Enables: Personal Adornment

---

Thanks! :goodjob:
 
I think it is too much. Can't we simply have appliance factory and appliance resource?
 
1. Thanks. I try to look in existing games that have pre-made icons like AOE, Anno, SimCity, etc. And the most surprising is the whole "ville" series like Farmvile and Frontierville that actually have some really nice graphics.

2. Keep trying and if it doesn't work I can always do the uploading for you.

1. Yeah I recognized some icons in the game from AoE II and III, also Sim City. I just look for icons at google. So if you really don't like an icon I made feel free to tell me or edit it by yourself.

2. I do, but during the week I am in a different city as at the weekends. And I only have Internet at the University, which is not a great place to spend 8 hours waiting till the SVN is downloaded...



Thanks for the buildings! Do you want a resource of every tool? Personally, I don't like to scroll through 100000 goods in the trading screen. It would be so much cooler if there was a resource system that would deal with quantities. At least at a very easy level. I was thinking of:

Consumerism I: Autobuild if populations is more than 6: removes 1 Shoes, 1 Microwave Oven, 1 Hats, 1 Clothes..... etc from the city.

Consumerism II: Autobuild if population is more than 25: removes 2 Shoes, 2 Microwave Ovens... etc from the city.

Consumerism III: Autobuild if Population is more than 50: removes 3 Shoes.... you get the idea. Than you'd need shoe-Factory to produce more than 1 Shoes, but that's not that difficult.

I know it's kind of "ugly", but the best I can think of right now. You could also split it into more buildings so your citizen don't consume 1 Microwave Oven if the PH era city gets more than 6 pop. Or maybe add a "-1 Microwave Ovens with Microwaves (Tech)" to the buildings.

I also asked TB about some new tags that takes your population (city, continent and total) into account. It would be much much cooler if you could make those buildings consume -0,1 Shoes per pop (if possible) so its more gradual.

What do you think?
 
I think it is too much. Can't we simply have appliance factory and appliance resource?

Nope. I want to make sure we have some smaller break down of resources. Not at the level of say Kenmore vs Whirlpool but generalized groups covering all types of a product. Also depeing upon the appliance they appear at different times. Such as Refrigerators at Refrigeration and Microwave Ovens at Microwaves tech.

@Faustmouse

1. I have before in the case of say Lard. Which is fine since it was going in my FPK anyways.

2. If its not working, just post what you have finished them and I can post it. I would like to get some of the other buildings using those new resources asap.

3a. Every tool? I am just using major items that get sold. Appliances being the modern version of what gets sold. I wanted to have each era have something new to trade. As for "tools" I was thinking of 3 main "tools" Stone Tools -> Tools -> Power Tools. And possibly a futuristic type of tool.

3b. That would take a lot of work to have every factory have auto-buildings that triggered more goods as it got bigger in population.

Consuming goods has been talked about before. I am on the fence. I think at least for now we should keep making what we make and if we figure out a working system for it then we can add-on or tweak what we have already made. That way we are still making stuff and not waiting for what might be.
 
1.) I know, I just wanted to give you an official permission to do it :lol:

2.) I'll upload all buildings and resources you posted here in about 23 hours ;) You could post more requests tomorrow or later if you want :)

3a.) Ok with tools I meant all things you could use, since Dishwasher, Microwaves, Vaccuum Cleaner...

3b.) At least you consider it, thats ok... But there need to be done something.
I just meant that factories produce more. I was suggesting:

X Maker (Classical) -> provides 1 X
X Workshop (medival) -> provides 3 X
X Factory (industrial) -> provides 10 X
X manufacturing complex (TH) produces 30 X

Then I was suggesting a auto building that had: "consumes 0.5 X per Pop"
 
Why pseudobuildings? There already is a rope weaver's hut (or rope maker?) and a rope factory for example.

But I like your tag idea. The problem would be the consumerism, which would be pseudobuildings indeed. Or is it possible to add a mechanism similar to unhealthiness and unhappyness per pop with resources?




I also had an idea how to favour smaller empires: Buildings with "requires no more than X cities" like the "requires at least 4 cities (from the Pont de grand).
I just keep forgetting to post it all the time :D
 
@FM

Well I suppose if they had upgrades they could, however I was thinking back and I think there might be a limit of 7 of how many resources you can have a building give. So your ideas of 10 and 30 would not be plausible for a single building to give. However you can have multiple buildings making resources.

You also can have a building produce 2 resources, such as with the Apiary giving Honey and Wax. I wonder if it could give say 14 resources by listing the same resource twice.
 
Would it be very hard to increase the limit of 7 resources per building?

I'd still prefer to convert all goods in the 1D-Property Vector system. This way you could make units consume resources when they are build, could make storage pit and Warehouse etc increase the amount that can be stored before wasted etc....
 
@Faustmouse

I found a few bugs.

1. Solent Green Factory should require Mind Control civic.

2. Vacuum resource has a pink button when the game loads. Please track down why. I put it in the SVN so it should be good.

For these just send me the specific files instead of EVERY file. And in the future just send me only the new files rather than EVERY file.

EDIT: Also I need the Meth Lab, Ecstasy Lab and LSD Lab to upgrade into BUILDINGCLASS_DRUG_PROHIBITION. That way the building will replace those buildings if the Judge unitis used to ban Drugs.

Thanks! :goodjob:
 
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