New Buildings Discussion

New Buildings / goods? :mischief:

So I am at a weird point right now. I still have some on my written todo list but I personally want to do many of them since its easier to keep track of them in existing mod folders. Such as Crops or Sports buildings I have.

Most everything I have gven ou is either misc or would fit in my already overly crowded crafts mod.

I also have a list of stuff that I am not sure should be buildings. Here I will just list what I have ...

Stuff I want to do ...
Spoiler :

Craft
- Online Shipping Warehouse

Crime
- Crime (Identity Fraud)
- Black Market

Crops
- Sassafras Grove
- Rye Farm
- Bottle Gourd Farm

Entertainment
- Internet Radio Station

Farm
- Agrodome

Health
- Yoga

Hunting
- Sea Bird Egg Gatherer
- Sea Turtle Hunting Camp

Law
- Encrypted Firewall
- Cyber Security Center
- Traffic Cameras
- Coastguard
- Debtor's Prison

Pets
- National Zoo [NW]
- Taxidermist
- World Wildlife Federation [GW]

Science
- Museum of Humanity
- Alien Lab
- Pressure Dome

Sports
- Go Cart Track
- Ping Pong ?
- Water Polo ?

Tower
- Murder Holes
- Pitch Ditch
- Mounted Rolling Logs
- Moats (Different Types)

Transportation
- Travois Maker
- "Futuristic Rail Stuff"

Vacation
- River Rafting
- Underwater Hotel
- Gift Shop

Water
- Noria


And then I have my random list that may or may not be made ...

Spoiler :
- Grass Farm
- Straw Farm
- Reed Farm
- Bark Farm ?
- Nail maker
- Marzipan Maker
- Noodle Maker
- Pasta Maker
- Noodle Shop
- Cellar
- Roasting House (For Coffee)


I also have a couple I was thinking for you but no stats yet ...

Spoiler :
- Porcelain Workshop
- Terracotta Workshop
- Porcelain Factory
- Terracotta Factory


I have been looking at other mods too as well as old topics.

In short you have helped so much that there much more done that I expected. So thanks!
 
So I am at a weird point right now. I still have some on my written todo list but I personally want to do many of them since its easier to keep track of them in existing mod folders. Such as Crops or Sports buildings I have.
I also have a couple I was thinking for you but no stats yet ...

....

Spoiler :
- Porcelain Workshop
- Terracotta Workshop
- Porcelain Factory
- Terracotta Factory


I have been looking at other mods too as well as old topics.

In short you have helped so much that there much more done that I expected. So thanks!

I have a couple of trade wonders I would like done that may intersect with your porcelain and terracotta buildings.
 
@Faustmouse

Here are some more. Sorry that I don't have any nice art for them.

--Buildings--

Terracotta Workshop
Req Tech: Aesthetics
Obsolete Tech: Globalization
Req Buildings: Potter's Hut OR Potter's Workshop
Req Resources: Fine Clay AND Marble
Cost: 100
Req City Size: 6
Upgrades To: Terracotta Factory

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

---

Terracotta Factory
Req Tech: Assembly Line
Obsolete Tech: None
Req Buildings: Ceramics Factory
Req Resources: Fine Clay AND Marble
Cost: 490
Req City Size: 6
Requires Power: Yes

  • Produces 1 Terracotta Wares
  • +6 :gold:
  • +1 :yuck:
  • +10 Flammability
  • +5 Air Pollution

---

Porcelain Workshop
Req Tech: Aesthetics
Obsolete Tech: Globalization
Req Buildings: Potter's Hut OR Potter's Workshop
Req Resources: Fine Clay AND Stone
Cost: 100
Req City Size: 6
Upgrades To: Porcelain Factory

  • Produces 1 Porcelain Wares
  • +4 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +3 Air Pollution

---

Porcelain Factory
Req Tech: Assembly Line
Obsolete Tech: None
Req Buildings: Ceramics Factory
Req Resources: Fine Clay AND Stone
Cost: 490
Req City Size: 6
Requires Power: Yes

  • Produces 1 Porcelain Wares
  • +8 :gold:
  • +1 :yuck:
  • +10 Flammability
  • +5 Air Pollution

--Resources--

Terracotta Wares
Reveals: Aesthetics
Enables: Aesthetics

---

Porcelain Wares
Reveals: Aesthetics
Enables: Aesthetics

---

Thanks! :goodjob:
 
Here is the one I have worked out in detail. I have ideas for pottery, an Asian one (Ming Vases) and a European one (Greek red and black ware). Plus some earlier ones for some famous stone vessels and carved ivory from the early Sumerian period.

--Wonders--

Nok Sculpture Workshop

Req Tech: Pottery
Obsolete Tech: None
Req Buildings: None
Req Resources: Fine Clay
Cost: ????
Req City Size:
Requires Power: No
Culture required: African
  • 6 Nok Sculpture (not the same as current sculpture resource)
  • reduces costs of Yoruba buildings tech
  • +10:culture: +1 :)
  • +1"gp: Artist
  • +3 Flammability
  • +2 Air Pollution

--- Resources ---

Nok Sculpture
  • Reveals: Pottery
  • Enables: Pottery
  • +1 :)
  • reduces costs of Yoruba buildings and units
  • acts like sculpture for Sphinx and Pyramids
 
@DH

Some questions ...

1. Do you think my proposal above and yours are compatible? Meaning they could co-exist without steeping on each other's feet. Personally I think they could.

Culture required: African

2. The pseudo-building right? So that would actually be under building code as BUILDINGCLASS_GOOD_AFRICAN.

acts like sculpture for Sphinx and Pyramids

3. So Pyramids would require (Sculptures OR Nok Sculptures) AND (Stone OR Marble OR Bricks). Little unconventional but the expression code should allow for it.

Note the Spinx doesn't require Sculptures but builds faster with them. I assume Nok Sculptures should help build it faster too.
 
In short you have helped so much that there much more done that I expected. So thanks!

Hehe :lol:
1. You said you had a list of goods you want to be made. If you want to, I could do it. I'd rather do that than the Wonder, since I'm not good at making movies and I prefer if wonders had one. So you can assign that to Sargon.

2. I also have some buildings that I might want to add:
Spoiler :

- Protein Lab (requires Micro Biology Lab or Biology Lab)

- Isotope Lab (requires Physics Lab, Modern Physics)

- DNA Lab (requires Micro Biology Lab or Biology Lab)

- DESTINY (the earthquake-generator in "the core") (NW, lots of Energy, should be able to fire at a plot every X turns. When shot, a random plot within an area around the target recive the "earthquake" event)

- Bioinformatics Lab (requires PC Networks, Bioinformatics)

- Dropzone (Aviation, Extreme Sports: 50% fast construction of Paratroopers)

- Pubmed [Worldproject]: +10% Science from ALL Bioinfo, Bio, Mikrobio, Protein and Genetic Labs

- Material Science Lab (bonus Science with Metamaterials, Nanotech...), 1% with every ore

- Gym: +Health, +Happyness, + gold

- DNA Sequencer Facility

- Habitable Plants [Biopunk] Basically a completely living city, you live in designed trees, use designed animals for transport etc.

- Robotic Constructionssides

- Decentraliced Farm (gives food per population)

- Biobricks Lab (provides biobricks) [fyi: this is advanced molecular biotechnology. Pretty cool stuff, but might be covered with biopolymers. http://en.wikipedia.org/wiki/Biobrick]

- Helicopter Factory (provides Helicopter)

- Robot factory (provides robots)

- Cable Car (new tag: only on hills/peaks)

- Steam Cable Car (new tag: only on hills/peaks)

- Mountain Trail (new tag: only on hills/peaks)

- Alpine Railroad (new tag: only on hills/peaks)

- Mountain Elevator (new tag: only on hills/peaks)

- Public Restrooms (-Unhealth, costs maintenance)



3. If you want the buildings in your folders, I really have no problem if you merge my stuff into your folder(s). I'd prefer it even more if all the buildings would be moved into the core so you could find them easier.
 
2. I also have some buildings that I might want to add:
Spoiler :

A. Protein Lab (requires Micro Biology Lab or Biology Lab)

B. Isotope Lab (requires Physics Lab, Modern Physics)

C. DNA Lab (requires Micro Biology Lab or Biology Lab)

D. DESTINY (the earthquake-generator in "the core") (NW, lots of Energy, should be able to fire at a plot every X turns. When shot, a random plot within an area around the target recive the "earthquake" event)

E. Bioinformatics Lab (requires PC Networks, Bioinformatics)

F. Dropzone (Aviation, Extreme Sports: 50% fast construction of Paratroopers)

G. Pubmed [Worldproject]: +10% Science from ALL Bioinfo, Bio, Mikrobio, Protein and Genetic Labs

H. Material Science Lab (bonus Science with Metamaterials, Nanotech...), 1% with every ore

I. Gym: +Health, +Happyness, + gold

J. DNA Sequencer Facility

K. Habitable Plants [Biopunk] Basically a completely living city, you live in designed trees, use designed animals for transport etc.

L. Robotic Constructionssides

M. Decentraliced Farm (gives food per population)

N. Biobricks Lab (provides biobricks) [fyi: this is advanced molecular biotechnology. Pretty cool stuff, but might be covered with biopolymers. http://en.wikipedia.org/wiki/Biobrick]

O. Helicopter Factory (provides Helicopter)

P. Robot factory (provides robots)

Q. Cable Car (new tag: only on hills/peaks)

R. Steam Cable Car (new tag: only on hills/peaks)

S. Mountain Trail (new tag: only on hills/peaks)

T. Alpine Railroad (new tag: only on hills/peaks)

U. Mountain Elevator (new tag: only on hills/peaks)

V. Public Restrooms (-Unhealth, costs maintenance)


Do you have stats in mind for any of these?

A,B,C. What would these labs be for?

D. That seems like it would need event support. Which I am not sure how to do.

E. Ok.

F. Sounds cool.

G. What is that? Was something lost in translation?

H. Probably a good idea.

I. I am surprised we don't already have this.

J. Hmmm. Do we need a separate building for this?

K. Oh neat!

L. Robotic whats?

M. Don't we already have this?

N. Shouldn't this be a Factory and not a lab?

O. Already made.

P. Already Made (I think)

Q. Already Made.

R. Um I don't thin there needs to be a difference. But I have all types of Cable Cars and stuff. See under the transportation mod.

S. Has as a Hiking Trail.

T. And this would do what? Whats the difference from a normal railroad?

U. Again what's it used for?

V. I have though about adding a line of this type of building for a long time. But have not figured out the specifics for it yet.

3. If you want the buildings in your folders, I really have no problem if you merge my stuff into your folder(s). I'd prefer it even more if all the buildings would be moved into the core so you could find them easier.

I might just take you up on that. I will let you know if there are any special buildings that I would like you to make that I will merge into my mods.
 
A movie's just a 720*486 .dds picture. It's the easiest part of making a wonder

:sad:but the way you are doing it is not the best.:sad: Having the movie in with the module breaks all movies for some unknown reason. The engine "forgets" where some are. The dds picture does not display the effects of the wonder whereas the bik format does.
 
@SargontheGreat2 I just made some changes to your Zheng He's Workshop so that he icon shows up rather than a pink square when you hover over the city that built it.

Basically BULL (the bit that does the icons in the hover over) can't handle white space, eg spaces, anywhere in the path leading to the button. It may also have a problem with ' but I am not so sure now that I think on it. I had to clear the cache to get a success.

I am leaving the others as an exercise for the student:mischief:
 
Do you have stats in mind for any of these?

A,B,C. What would these labs be for?

D. That seems like it would need event support. Which I am not sure how to do.

E. Ok.

F. Sounds cool.

G. What is that? Was something lost in translation?

H. Probably a good idea.

I. I am surprised we don't already have this.

J. Hmmm. Do we need a separate building for this?

K. Oh neat!

L. Robotic whats?

M. Don't we already have this?

N. Shouldn't this be a Factory and not a lab?

O. Already made.

P. Already Made (I think)

Q. Already Made.

R. Um I don't thin there needs to be a difference. But I have all types of Cable Cars and stuff. See under the transportation mod.

S. Has as a Hiking Trail.

T. And this would do what? Whats the difference from a normal railroad?

U. Again what's it used for?

V. I have though about adding a line of this type of building for a long time. But have not figured out the specifics for it yet.



I might just take you up on that. I will let you know if there are any special buildings that I would like you to make that I will merge into my mods.

No I don't have stats yet.

A,B,C: What all labs are for: increasing science ;) I think protein and DNA labs are different enough to be seperated from biology labs. But that's maybe because I do taht stuff, probably you could also split up the chemestry labs. Same for the DNA Secencing facility.

G: I thought you might know that: Pubmed is a HUGE database that consists every published paper, review etc related to molecular biology, biotechnology and medicine, as well as every DNA and Protein sequence ever discovered, special protein and DNA domains, binding sites etc... so it's a big international project and is really helpfull for bio-related labs all over the world.

L: Construction sides (?). + X% buildingsproduction, since lsy's formular for building costs is great - up to the early TH era. After that, the cost increase, but the production not really.

N: Well, you don't need them in THIS quantities. Same thing: Shouldn't you have a chemicals factory not a lab? Because chemicals are needed in MUCH MUCH bigger amounts.

R,S,T,U: Well, I thought cities on hills/peaks are more difficult to reach. And those would give a trading-bonus, like the bridges. Just an idea ;) Probably hill/peak cities should get -1 Traderoute per default?

What about the goods?
 
G. Then we already have that. I just named it National Medical Database.

L. I am still not understanding. As in a construction "site" as in a place to construct buildings or "Side" as in a wall?

N. Well we have a Chemical Factory AND a Chemistry Lab. :p

What about the goods?

You have cleared out most of the resources I had on my lists. I will have to check through them to see if I have any more from them.
 
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