New Buildings Discussion

Does the code you postet really work? Awesome!

Edit: Hmm... This code causes the game to crush when you hover over the Basejumping Site. Also, it causes the civopedia to only load the Trading Post Building...

Well, while I think ls612's building cost chart is really great, I think it should NOT be used as fix prices. Some buildings need to be more expensive and some less expensive.

Finished the buildings and will upload soon when I finished testing them.
Edit: Upladed to the SVN,
 
Does the code you postet really work? Awesome!

I am not sure, I have never tried with 2 types. But according to AIAndy's post it should work. That's assuming I posted the correct tags.

EDIT: I am not sure if it should be ...

Code:
  <Has>
    <GOMType>GOM_BUILDING</GOMType>
    <ID>BUILDINGCLASS_LARGE_SUSPENSION_BRIDGE</ID>
  </Has>

OR

Code:
  <Has>
    <GOMType>GOM_BUILDING</GOMType>
    <ID>BUILDING_LARGE_SUSPENSION_BRIDGE</ID>
  </Has>
 
Are you sure that a Minigolf Course should be more expensive than a Cruiseship Port (as an example)? I think the sports buildings in general are too expensive for the small revenue they give.

Costs are based on ls612's building cost chart. Basically whatever column on the tech tree determines their prices.

As I understood it the costs based on column by ls612 were for substantial buildings of the date the column represents. It is where you start when deciding the cost of the building. I therefore have to agree with Snofru1 here.
 
As I understood it the costs based on column by ls612 were for substantial buildings of the date the column represents. It is where you start when deciding the cost of the building. I therefore have to agree with Snofru1 here.

Well some ARE cheaper than the standard price, however I also rationalize higher prices in that they are allowing you to get more of whatever benefit it gives. In other words the earlier ones were cheaper and the same price, but to get more you have to spend more.

I also noticed in my games that once you get electricity that you can still build them in like a turn or two.
 
Here is the post ...

Some of those are not quite accurate. For instance all the Art techs give a culture bonus to the Art Gallery. Likewise some buildings require more than one tech and thus are only shown on one of the techs in the tree rather than in all the techs it requires (unless you visit the tech pedia page).

The other day I was writing down the techs that are rather barren. Exloding the very end of the tree which is nearly all empty I had on my list ...

- Scraping
- Pictographs
- Resurrection
- Karma
- Reincarnation
- Cloud Patterns
- Calculus (which should have a Wonder soon)
- Sextant (Which now has Yacht Club)
- Emancipation
- Expressionism
- Cubism
- Surrealism
- Climate Models
- Ion Propusion*
- Astro-Environmental Systems*
- Lunar Exploration*
- Derivatives
- Planetary Exploration*
- Cloud Computing
- Bioinformatics

*Note that the later Space one should have stuff when we start adding space stuff.

Anywho I will and have been trying to fill these in with stuff. We just had so many empty techs and not every new thing fits well in empty techs.
 
I have something for Pictographs. When you restricted Cave Painting to require caves it stopped representing Rock Art so I was going to add in a new building set Rock Art and a new wonder The Qurta Pictographs. They are the same age and style as the Lascaux paintings but are called pictographs instead. Evidence from Australia is that such rock art is a way of helping to keep knowledge alive through oral traditions. The pictures are sort of like an index to the oral stories.

Normal building Rock Art +1:science: +1:culture: obsolete tech Literature. Wonder building Qurta Pictographs gives free Rock Art all cities. Or a national wonder instead Djulirri Rock Art which gives free Rock Art all cities.
 
- Scraping:
- Pictographs: Rock Art (+1 :science: +1:culture: obsolete at Literature and Qurta Pictographs (wonder): free Rock Art in every city. (by DH)
- Resurrection: +1 :culture: for Monestaries and Temples of religions that are related to Resurrection (Hinduism, Hellenism, Buddism, Christianity, Judaism, Kementism)
- Karma: +1 :culture: or +1:science: from related Temples and Monestaries: Hindusim, Buddism, Jainism.
- Reincarnation: Related religions: Druidism, Sikhism, Judaim, Taoism, Jainism, Voodoo, Islam, Scientology, Hinduism and Buddhism
- Cloud Patterns: Cloud Observers Hut: +1 :food:, +1 :culture:, obsolete at Weather Forecasting.
- Calculus (which should have a Wonder soon)
- Sextant (Which now has Yacht Club)
- Emancipation
- Expressionism
- Cubism
- Surrealism
- Climate Models: -3 Airpollution from Factories etc, nearly ALL industrial buildings [Since climate models discovered the global warming and Airpollution in C2C is mainly CO2]; Climate Model Lab +4 :science:, +2 :science: from Long Range Forecasting.
- Ion Propusion*
- Astro-Environmental Systems*
- Lunar Exploration*
- Derivatives
- Planetary Exploration*
- Cloud Computing: +3 :), +20:science:, +10:culture: from Computer Network
- Bioinformatics: +5 :science: from all Bio/Medicine related Labs, Bioinformatics Lab requires Computers +4 :science:, +2 :science: from advanced Computer Techs.
 
We don't have the ability to increase or reduce properties like pollution or crime based on techs. :(
... yet? ;)

Well, you could an autobuilding: "Global Warming Awareness" that reduces Airpollution by a fixed value like -20 or with this many factories: -40.

But as I mentioned often: Airpollution in C2C is simulated in a way, that it is almost only CO2 and this is just wrong. The air in cities 100 years ago was WAY more polluted then now: SO2, other sulfur oxides, Dust, etc.
Also, Waterpollution was much more in the industrial era than now. So there are ways to reduce Air- and Waterpollution in the modern era (way before TH era), and they work great. Stricter Laws (not only CO2 emission limits), filter, waterthreadment in the factories...
 
@Faustmouse

Here are some proper write ups for them

--Buildings--

Rock Art
Req Tech: Pictographs:
Obsolete Tech: Literature
Req Buildings: Rock Gatherer
Req Resources: -
Cost: 20
Req City Size: -
Upgrades To: -

  • +1 :culture:
  • +1 :science:

---

Cloud Observers Hut
Req Tech: Cloud Patterns
Obsolete Tech: Weather Forecasting
Req Buildings: Storage Pit OR Barter Post OR Trading Post
Req Resources: -
Cost: 25
Req City Size: -
Upgrades To: Weather Veins

  • +1 :culture:
  • +1 :food:

---

Weather Veins
Req Tech: Weather Lore
Obsolete Tech: Climate Models
Req Buildings: -
Req Resources: Copper Wares OR Bronze Wares OR Iron Wares OR Tin Wares OR Steel Wares
Cost: 60
Req City Size: -
Upgrades To: Meteorology Lab

  • +2 :culture:
  • +2 :food:
  • +1 :science:
  • +1 :science: with Weather Forecasting

---

Meteorology Lab
Req Tech: Meteorology
Obsolete Tech: None
Req Buildings: University
Req Resources: -
Cost: 520
Req City Size: 13
Upgrades To: -

  • -8 :gold:
  • +4 :science:
  • +2 :science: with Long Range Forecasting
  • +2 :science: with Radar
  • +2 :science: with Satellites

---

Climatology Lab
Req Tech: Climate Models
Obsolete Tech: None
Req Buildings: Meteorology Lab
Req Resources: Computers
Cost: 1650
Req City Size: 13
Upgrades To: -

  • -8 :gold:
  • +4 :science:
  • +2 :science: with Ecology
  • +2 :science: with Weather Control
  • +2 :science: with Ecological Engineering

---

Thanks! :goodjob:
 
Great! :)

I think we could also add

Herd - Dogs (only buildable with subdued Wolf)
Herd - Cats (only buildable with subdued smaller cats)
Herd - Giraffes (only buildable with subdued giraffes)
Herd - Rabbits (only buildable with subdued Rabbits [Not implented AFAIK]
Herd - Sheep (I wonder why we don't alrady have this...)
Herd - Apes
Herd - Seals
 
Why wonder of nature is not autobuildable building??
 
Great! :)

I think we could also add

Herd - Dogs (only buildable with subdued Wolf)
Herd - Cats (only buildable with subdued smaller cats)
Herd - Giraffes (only buildable with subdued giraffes)
Herd - Rabbits (only buildable with subdued Rabbits [Not implented AFAIK]
Herd - Sheep (I wonder why we don't alrady have this...)
Herd - Apes

Well, I am planing on getting rid of all the herd buildings and replacing them with the unit being able to place the resource in suitable plots on the map - no horses in jungle etc.
 
Well, I am planing on getting rid of all the herd buildings and replacing them with the unit being able to place the resource in suitable plots on the map

1 How you will teach AI to do that?
2 How you will protect plots to not remove undiscovered resources by that?
 
I made up some buildings but wanted to post them here before I make them:

Protein Lab
Req Tech: Molecular Biology
Obsolete Tech: None
Req Buildings: Biology Lab OR Microbiology Lab
Req Resources: -
Cost: 1150
Req City Size: 13
Requires Power: Yes

  • -15 :gold:
  • +4 :science:
  • +2%:science: with Biopolymers
  • +2 :science: with 3D Modeling
  • +2 :science: with Gene Manipulation
  • +2 :science: with Biomaterials
  • +2 :gold: with Biomaterials
  • +10:science: with Bioinformatics
  • +2 :science: with Advanced Molecular Biology
  • +2 :science: with Genesis Biology
  • +2 :health: with Molecular Medicine



Nucleic Acid Lab
Req Tech: Molecular Biology
Obsolete Tech: None
Req Buildings: Biology Lab OR Microbiology Lab
Req Resources: -
Cost: 1150
Req City Size: 13
Requires Power: Yes

  • -15 :gold:
  • +4 :science:
  • +2%:science: with Biopolymers
  • +2 :science: with Genetics
  • +2 :espionage: with Forensics
  • +2 :science: with Gene Manipulation
  • +2 :science: with Biomaterials
  • +2 :science: with Cloning
  • +10:science: with Bioinformatics
  • +2 :science: with Advanced Molecular Biology
  • +2 :science: with Genesis Biology
  • +2 :health: with Molecular Medicine



Bioinformatic Lab
Req Tech: Bioinformatics
Obsolete Tech: None
Req Buildings: Protein Lab OR Nuclein Acid Lab
Req Resources: Computers
Cost: Same as Orbital Hotel
Req City Size: 13
Requires Power: Yes

  • -10 :gold:
  • +10 :science:
  • +10 :science: with Genomic Encyclopedia



----------------------


Wonders


Genomic Encylopedia
Req Tech: Genomic Encyclopedia [Well, what do you mean with this tech? Is it a Database that contains the genomic consensus sequences of species, or is it an encyclopedia stored in a DNA sequence? I assume the first one.]
Obsolete Tech: None
Req Buildings: 10 Bioinformatic Lab, 10 Computer Networks
Req Resources: Computers
Cost: 37000
Req City Size: 13
Requires Power: Yes

  • -50 :gold:
  • Can turn 2 People into Scientist
  • +2 :health: in every City
  • +2 :food: from every Animal/Plant resource
  • +2 :gold: from every Animal/Plant resource
  • Science boost to Biology-related Labs (if possible)


Species Recovery Center
Req Tech: Genesis Biology
Obsolete Tech: None
Req Buildings: 10 Cloning Labs, requires someone to have completed the Genomic Encylopedia Wonder.
Req Resources: Computers
Cost: 10x Organ Replacement Factory
Req City Size: 13
Requires Power: Yes

  • Provides 1 of every Animal (and Plant) resources.



I'm also thinking in making a Proteomic Encylopedia Wonder, but I'm unsure where it would fit best.


What do you think?
 
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