New Buildings Discussion

@Faustmouse

Here are some more. And don't forget I already posted some here.

--Buildings--

Artificial Child Adoption Agency
Art: Here (You will need to crop the image to fit.)
Req Tech: Personal Robots
Obsolete Tech: None
Req Buildings: Office
Req Resources: Androids
Cost: 8350
Req City Size: 6
Requires Electricity: Yes
Upgrades To: -

  • +1 :)
  • +5 :gold:
  • -5 Crime

---

Android Brothel
Art: Here
Req Tech: Personal Robots
Obsolete Tech: None
Req Buildings: Casino OR Night Club OR Galactic Catina
Req Resources: Androids
Cost: 8350
Req City Size: 6
Requires Electricity: Yes
Upgrades To: Ordnance (Prostitution Ban)

  • +2 :)
  • +5 :culture:
  • +20% :gold:
  • +10% :espionage:
  • +1 Free Celebrity
  • +1 :yuck: from Alcohol
  • +1 :yuck: from Tobacco
  • +1 :) from Alcohol
  • +1 :): from Tobacco
  • +1 :): from Hit Singles
  • +5 Crime

---

Android Servant Store
Art: Here
Req Tech: Personal Robots
Obsolete Tech: None
Req Buildings: Shopping District
Req Resources: Androids
Cost: 8350
Req City Size: 6
Requires Electricity: Yes
Upgrades To: -

  • +2 :)
  • +5 :gold:
  • +10 :hammers:
  • +1 :health:

---

Robotic Pet Shop
Art: Here
Req Tech: Disaster Robots
Obsolete Tech: None
Req Buildings: Shopping District
Req Resources: Service Bots
Cost: 3700
Req City Size: 6
Requires Electricity: Yes
Upgrades To: -

  • +1 :)
  • +2 :gold:
  • +1 :culture:

--Resources--

Androids
Reveals: Androids
Enables: Androids

---

Thanks! :goodjob:
 
@Faustmouse

if you are short of buildings to build you could look at the Natural Wonders mod. We need to convert the generic building into one per natural wonder. At first they would be all the same except Mt Sinai which has been done. That way if you have two natural wonders in the vicinity of the city you get benefits from both.

Next we would personalise each, you could even take the lead on that if you like.
 
G. Then we already have that. I just named it National Medical Database.

Isn't the National Medical Database:
1. National; and
2. A database of patient data?

Faustmouse's is an international project, and a database of research papers/articles. There is certainly room for both (imho).
 
Hmm I will have to think about it. The National Medical Database is a national wonder that gives a pseudo-building to every city. A global database would have to give it to EVERY city on the planet. I am not sure if that's possible.

I know projects can unlock buildings for everyone on the planet but I don't know if something can give every city on the planet a building.
 
Hmm I will have to think about it. The National Medical Database is a national wonder that gives a pseudo-building to every city. A global database would have to give it to EVERY city on the planet. I am not sure if that's possible.

I know projects can unlock buildings for everyone on the planet but I don't know if something can give every city on the planet a building.

(This is Faustmouse's idea so I should let him answer... buuut...)

Just unlock a cheapish building is probably fine. While the idea of this project is probably global, there are probably countries that don't have access to it, because they can't - or choose not to - pay the modest subscription fee, or because their national internet/telecommunications infrastructure isn't good enough (etc.)

As I say, it's not my idea and I'm not even a huge fan of it, but that's my understanding of how it could be done. Another possibility is make it a "team" project like the spaceship, but that would involve the team no longer being an exclusively multi-player concept... Or it could be connected with UN membership... however that works... :crazyeye:
 
1. I won't forget them Hydro, I'm just very short of time until Tuesday.
I would say Robot Petshop should also use Personal Robots as prereq.

2.) DH: Sounds great, I will have a look at those next week.

3. My plan for Pubmed was to give a science bonus to each biological-related lab in the world (for all players). But Yudishtira is right, I dont think everyone has access to it. Just an idea, but it would be really cool if there would be a building X like: "requires bio lab, molecular bio lab etc, costs 100 gold per turn, +1% for each bio lab, molecular bio lab etc from every player who built building X"

Example:

A has 20 Labs
B has 30 Labs
C has 40 Labs

A build this building and get +20% science from it. If B builds it too, he would get 20+30=50% science from it, and A would also get now 50% science from it.
If C build it too, all 3 players would get 90% science from it.

Ok, as I saw in the example, 1% per related lab is probably too high but you get the general idea?
 
1. I won't forget them Hydro, I'm just very short of time until Tuesday.
I would say Robot Petshop should also use Personal Robots as prereq.

3. My plan for Pubmed was to give a science bonus to each biological-related lab in the world (for all players). But Yudishtira is right, I dont think everyone has access to it. Just an idea, but it would be really cool if there would be a building X like: "requires bio lab, molecular bio lab etc, costs 100 gold per turn, +1% for each bio lab, molecular bio lab etc from every player who built building X"

Example:

A has 20 Labs
B has 30 Labs
C has 40 Labs

A build this building and get +20% science from it. If B builds it too, he would get 20+30=50% science from it, and A would also get now 50% science from it.
If C build it too, all 3 players would get 90% science from it.

Ok, as I saw in the example, 1% per related lab is probably too high but you get the general idea?

1. Personal Robots is much too far away. We today already have robotic pet toys. Its not all that long before we get lifelike robotic pets. Which is why I moved it to early Trans-Human rather than Late Trans-Human.

3. You should really make it a World Project like the Internet. Then once built nations can now build local buildings or even a national building that gives access to the network.
 
@Hydro/Faustmouse - there is something odd about the file Assets\Modules\Resources\Faustmouse\LSD\LSD_Civ4GameText.xml - RAPID_XML copes with it fine, but the Civ IV in-built, XML loader crashes when it tries to load it. The net result is that the debug version crashes on load if the cache has to be rebuilt.

I suspect it contains some odd character that the Civ IV parser cannot cope with, but I can't see it - maybe an odd whitespace character or something?

The workaround is to generate the cache with the release version so that the debug version has an already-good cache to work with, but ideally we'd figure out what it is about this file that the older parser doesn't like...

Edit 3 (Hydro/Faustmouse) - Assets\Modules\Faustmouse\Buildings\Buildings_CIV4BuildingInfos.xml has a similar problem:
Code:
			<BuildingClassNeededs>
				<BuildingClassNeeded>									
				</BuildingClassNeeded>
			</BuildingClassNeededs>

Faustmouse make sure you fix it in your copy or just use the SVN. I will find them and fix it on the SVN. Just be aware for next time you make buildings.
 
ah thx! Would it be OK to leave the "outer" tag, in this case:

<BuildingClassNeededs>
</BuildingClassNeededs>

Or will this still cause crashes? Because I'm pretty sure I saw this in your buildings too. But I will avoid it when making the new buildings.
 
@Faustmouse

Here are some more. And I swear there awa a helocopter factory but it was just a training center I guess.

--Buildings--

Helicopter Factory
Req Tech: Vertical Flight
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Parts AND Aluminum Wares
Cost: 1350
Req City Size: 6
Requires Electricity: Yes
Upgrades To: -

  • Provides 1 Helicopters
  • +3 :gold:
  • +1% :gold: with Nanotubes
  • +1% :gold: with Computers
  • +1% :gold: with Titanium Wares
  • +1% :gold: with Steel Wares
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Jet Aircraft Factory
Req Tech: Jet Propulsion
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Parts AND Aluminum Wares
Cost: 1350
Req City Size: 6
Requires Electricity: Yes
Upgrades To: -

  • Provides 1 Jet Aircraft
  • +3 :gold:
  • +1% :gold: with Nanotubes
  • +1% :gold: with Computers
  • +1% :gold: with Titanium Wares
  • +1% :gold: with Steel Wares
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Unmanned Aircraft Factory
Req Tech: Unmanned Air Vehicles
Obsolete Tech: None
Req Buildings: Factory
Req Resources: Aircraft AND Computers
Cost: 2450
Req City Size: 6
Requires Electricity: Yes
Upgrades To: -

  • Provides 1 Unmanned Aircraft
  • +3 :gold:
  • +1% :gold: with Nanotubes
  • +1% :gold: with Titanium Wares
  • +1% :gold: with Steel Wares
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

--Resources--

Helicopters
Reveals: Vertical Flight
Enables: Vertical Flight

---

Jet Aircraft
Reveals: Jet Propulsion
Enables: Jet Propulsion

---

Unmanned Aircraft
Reveals: Unmanned Air Vehicles
Enables: Unmanned Air Vehicles

---

I think I am probably going to rename the existing Aircraft resource to "Propeller Aircraft".

Thanks! :goodjob:
 
If I find anything of those in your code (very unlikely since I only use your buildings if I miss a tag I never used before, or maybe a tech prereq) then I will let you know!

As for the Aircraft Factories: Do you really want to split it up? I mean, look at the differences between the firsts automobiles and today's. And maybe Hovercars in the Future. Or Tanks then and now. And we also have a Hover Tank. I always assumed that these Factories upgrade their Output with tech advances.
 
Plus propeller aircraft and jet aircraft still co-exist together

And one factory in reality can produce both.

Beetwen unmanned and jet is no difference only computer on board with much better AI
 
And one factory in reality can produce both.

Beetwen unmanned and jet is no difference only computer on board with much better AI

Well the unmanned don't have to have a cockpit and such. Plus I would assume that later unmanned aircraft would change over time to take advantage of the fact it doesn't need to carry people.
 
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