New Buildings Discussion

1. Does the AI use the Great Farmer? Same thing just one resource not many.
2. GF also does not remove undiscovered resources.

The AI uses the GF a bit, but certainly not well. As DH said - the mission is not available on plots that already have resources (even unrevealed one), so you can actually use the GF to 'prospect' things you don't yet know about in a loose sense.
 
Finished Rock Art and the Climate Buildings.

1. I have no idea how the "Upgrade" works. Now its just: "Weather Veins replaces Cloud Observers Hut" and Meteorology Lab replaces Weather Veins and Cloud Observers Hut".

2. I'm not sure about the building maintenance. I typed in"-8" and in the pedia it's -0.08 when hovering over it, but -8 when you click it. Whats the right one? I changed it to 800 and will upload it now.
 
@Faustmouse

Overall these look good. However I think the follwing should be chnaged ...

Protein Lab
Req Buildings: Biology Lab AND Microbiology Lab

Nucleic Acid Lab
Req Buildings: Biology Lab AND Microbiology Lab

Bioinformatic Lab
Req Buildings: Protein Lab AND Nuclein Acid Lab
Cost: 2650

-----

Genomic Encylopedia
Your cost was a bit over, but it seems really powerful so I will say ok. And yes you can give a boost to science buildings the code is ...

Code:
			<GlobalBuildingExtraCommerces>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_BIOLOGY_LAB</BuildingClass>
					<CommerceType>COMMERCE_RESEARCH</CommerceType>
					<iExtraCommerce>5</iExtraCommerce>
				</BuildingExtraCommerce>
			</GlobalBuildingExtraCommerces>

Which means +5:science: to all Biology Labs.

COMMERCE_RESEARCH = :science
COMMERCE_GOLD = :gold:
COMMERCE_CULTURE = :culture:

And I don't recall what :espionage: is but its probably COMMERCE_ESPIONAGE.

------

Species Recovery Center
Cost: 39500

Req Buildings: 10 Cloning Labs, requires someone to have completed the Genomic Encylopedia Wonder.

Then the Encyclopedia sounds more like it should be a Project. I am not sure if wonders can unlock buildings.

Provides 1 of every Animal (and Plant) resources.

All but Mammoth resource. They should be saved for the Paleo Park wonder.
 
Finished Rock Art and the Climate Buildings.

1. I have no idea how the "Upgrade" works. Now its just: "Weather Veins replaces Cloud Observers Hut" and Meteorology Lab replaces Weather Veins and Cloud Observers Hut".

2. I'm not sure about the building maintenance. I typed in"-8" and in the pedia it's -0.08 when hovering over it, but -8 when you click it. Whats the right one? I changed it to 800 and will upload it now.

1. Ok upgrades work like this. Lets say you want it to go ...

Example 0 -> Example 1 -> Example 2 -> Example 3

You woud but this on Example 0

Code:
			<ReplaceBuildings>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_EXAMPLE1</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_EXAMPLE2</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_EXAMPLE3</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
			</ReplaceBuildings>

And then this on Example 1


Code:
			<ReplaceBuildings>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_EXAMPLE2</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_EXAMPLE3</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
			</ReplaceBuildings>

And this on Example 2 ...


Code:
			<ReplaceBuildings>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_EXAMPLE3</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
			</ReplaceBuildings>

And example 3 would have no code at all since its at the end of the line.

In short the buildings must list every building that would replace it in the line. That's what say walls and towers have insane replacing code.


2. Yeah its correct. The pedia just shows it weird.
 
1)For the costs I just used ls's table ;)
I'm ok with your changes!
But when you are that far that you have the complete DNA Sequence of almost every species, well developed cloning techniques, the Mammoth shouldn't be a problem. But let's save the Mammoth for the Park then.
I think it's quite weird that you can save the Mammoth from extinction (with Herds/Map resource), but not the Paleotic Animals from the Hunter Camp's (Like Auerochs, giant bison... they all go obsolete at Sed. Lifestyle)


2) I think I did this replacement code, didn't I?

3) So whats correct?^^ -800 or -8?
 
@Faustmouse

1a) True but I would like to keep it separate still.

1b) True but they do not have a map resource. And the Mammoth Trainer is a Wonder after all.

2) Appears so. :goodjob:

3) -8 is the correct value to type in. In the pedia it will appears as like 0.8 or something weird. But in game it should work out correctly as -8. I am not sure why the pedia lists price is off. You can see it on other buildings like the Biology Lab.
 
3) -8 is the correct value to type in. In the pedia it will appears as like 0.8 or something weird. But in game it should work out correctly as -8. I am not sure why the pedia lists price is off. You can see it on other buildings like the Biology Lab.

Probably when they changed to 100ths they changed the bit that provided the information to the city screen and hover over but did not change the function that the pedia uses.

Put it on the bug thread with pictures and we will see what we can do.
 
  • +2 :food: from every Animal/Plant resource
  • +2 :gold: from every Animal/Plant resource
  • +1 :hammers: from every Animal/Plant resource

Is this possible at all? If so, what is the tag for this?
Keep in mind that I don't want to give the building itself +2:food: from Plant/Animal resources, but to give it in all your cities.

If it is not possible, I'll be fine to make the wonder gives free "Modified Food" in every city - a pseudo building that give the yield increase with the resources.
And how can I tell a building in which colum (Normal, Wonder, Special) it should show up?
 
Is this possible at all? If so, what is the tag for this?
Keep in mind that I don't want to give the building itself +2:food: from Plant/Animal resources, but to give it in all your cities.

Oh. I thought you wanted it from every plant and animal in your city. Then no I do not think we have a tag to give it to every city.

If it is not possible, I'll be fine to make the wonder gives free "Modified Food" in every city - a pseudo building that give the yield increase with the resources.
And how can I tell a building in which colum (Normal, Wonder, Special) it should show up?

Yes you could make a free building to every city that gives X, Y and Z for every resource.

Such as..

Free Building
  • +1% :food: with Cows
  • +1% :food: with Pigs
  • +1% :food: with Poultry
  • +1% :food: with Sheep

Note it has to be % since there is no straight +/- with resources.
 
Oh. I thought you wanted it from every plant and animal in your city. Then no I do not think we have a tag to give it to every city.



Yes you could make a free building to every city that gives X, Y and Z for every resource.

Such as..

Free Building
  • +1% :food: with Cows
  • +1% :food: with Pigs
  • +1% :food: with Poultry
  • +1% :food: with Sheep

Note it has to be % since there is no straight +/- with resources.

Ok then, I'll crop it to +1% instead of +2 then. Thanks!
 
@Faustmouse

Here are some more buildings

--Buildings--

Internet Radio Station
Req Tech: Cloud Computing
Obsolete Tech: None
Req Buildings: Local Radio Station AND Computer Network
Req Resources: -
Cost: 2650
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

  • +4 :culture:
  • +1 :) from Hit Singles
  • Can Turn 1 Citizen into an Artist

---

Internet Television Studio
Req Tech: Cloud Computing
Obsolete Tech: None
Req Buildings: TV Studio AND Computer Network
Req Resources: -
Cost: 2650
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

  • +10% :culture:
  • +1 :)

---

Genealogy Center
Req Tech: Archeology
Obsolete Tech: None
Req Buildings: University
Req Resources: -
Cost: 300
Req City Size: 13
Upgrades To: -
Require Electricity: No

  • +1 :science:
  • +5 :culture:
  • +2% :culture: with Tablets
  • +2% :culture: with Scrolls
  • +2% :culture: with Books
  • Can Turn 1 Citizen into a Scientist

---

Online Genealogy Database
Req Tech: Bioinformatics
Obsolete Tech: None
Req Buildings: Genealogy Center AND Computer Network
Req Resources: -
Cost: 2650
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

  • +5 :science:
  • +5 :culture:
  • Can Turn 1 Citizen into a Scientist

---

Taxidermist
Req Tech: Zoology
Obsolete Tech: None
Req Buildings: -
Req Resources: Chemicals AND Carcass
Cost: 300
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +1 :science:
  • +1 :culture:
  • +1% :gold: with Beaver, Rabbit, Guinea Pigs
  • +1% :gold: with Kangaroo, Deer, Bison
  • +1% :gold: with Elephants, Mammoths
  • +1% :gold: with Horse, Donkey
  • +1% :gold: with Camel, Llama
  • +1% :gold: with Cow, Sheep, Pig
  • +1% :gold: with Poultry, Parrots
  • +1% :gold: with Dogs, Cats
  • +1% :gold: with Seals, Walrus, Whales
  • +1% :gold: with Fish

---

Thanks!
 
@Faustmouse

And even more ...

--Buildings--

Safari Hotel
Req Tech: Tourism
Obsolete Tech: None
Req Buildings: Hotel
Req Resources: Automobiles
Req Terrain Feature: Savanna
Cost: 1450
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +3 :)
  • +5 :culture:
  • +5% :gold:
  • +1 :) from Elephants

---

Jungle Treehouse Hotel
Req Tech: Tourism
Obsolete Tech: None
Req Buildings: Hotel
Req Resources: Bamboo
Req Terrain Feature: Jungle
Cost: 1450
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +3 :)
  • +5 :culture:
  • +5% :gold:
  • +1 :) from Parrots

---

Wild West Hotel
Req Tech: Tourism
Obsolete Tech: None
Req Buildings: Hotel
Req Resources: Horses
Req Terrain: Plains OR Desert
Cost: 1450
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +3 :)
  • +5 :culture:
  • +5% :gold:
  • +1 :) from Bison
  • +1 :) from Deer
  • +1 :) from Cow

---

Naval Shipping Warehouse
Req Tech: Seafaring AND City Planning
Obsolete Tech: Teleportation
Req Buildings: Warehouse AND Harbormaster's Office
Req Resources: -
Cost: 30
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +25% Trade Route Yield
  • +25% International Trade Route Yield
  • +5 Crime

---

Rail Shipping Warehouse
Req Tech: Motorized Transportation
Obsolete Tech: Teleportation
Req Buildings: Warehouse AND (Train Station OR Monorail Station)
Req Resources: -
Cost: 450
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +25% Trade Route Yield
  • +25% International Trade Route Yield
  • +5 Crime

---

Truck Shipping Warehouse
Req Tech: Motorized Transportation
Obsolete Tech: Teleportation
Req Buildings: Warehouse
Req Resources: Automobiles
Cost: 680
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +25% Trade Route Yield
  • +25% International Trade Route Yield
  • +5 Crime

---

Air Shipping Warehouse
Req Tech: Flight
Obsolete Tech: Teleportation
Req Buildings: Warehouse AND (Airport OR International Airport)
Req Resources: Aircraft
Cost: 780
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +25% Trade Route Yield
  • +25% International Trade Route Yield
  • +5 Crime

---

Space Shipping Warehouse
Req Tech: Commercial Space Flight
Obsolete Tech: Teleportation
Req Buildings: Warehouse AND Commercial Spaceport
Req Resources: -
Cost: 3450
Req City Size: 25
Upgrades To: -
Require Electricity: Yes

  • +50% Trade Route Yield
  • +50% International Trade Route Yield
  • +5 Crime

---

Teleport Shipping Warehouse
Req Tech: Teleportation
Obsolete Tech: -
Req Buildings: Warehouse AND Teleport Booth
Req Resources: -
Cost: 26400
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

  • +200% Trade Route Yield
  • +200% International Trade Route Yield
  • +5 Crime

---

Online Shipping Warehouse
Req Tech: Cloud Computing
Obsolete Tech: None
Req Buildings: Computer Network AND (Naval Shipping Warehouse OR Rail Shipping Warehouse OR Air Shipping Warehouse OR Truck Shipping Warehouse OR Space Shipping Warehouse OR Teleport Shipping Warehouse)
Req Resources: -
Cost: 2650
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

  • +25% Trade Route Yield
  • +25% International Trade Route Yield
  • +5 Crime

---

Thanks! :goodjob:
 
1.) I assume the Shipping Warehouses are replaced by each other? NVM, I looked at the stats.
I think the Teleport-Thing WILL replace the others.

2.) Why does the Jungle Treehouse Hotel require Bamboo? (Painted Plastics/Metall will also work)

3.) What about the other Adventure Hotels?
 
1.) I assume the Shipping Warehouses are replaced by each other? NVM, I looked at the stats.
I think the Teleport-Thing WILL replace the others.

2.) Why does the Jungle Treehouse Hotel require Bamboo? (Painted Plastics/Metall will also work)

3.) What about the other Adventure Hotels?

1. Well they go obsolete at Teleportation so it cannot really replace them.

2. Its for decor rather than building materials.

3. Such as? I was going to have an Alpine and Ice Hote but they are apparently already made with the Winter Chalet and Ice Castle Hotel [Wonder].
 
@Faustmouse

Ok then here are some more ...

Polar Hotel
Req Tech: Tourism
Obsolete Tech: None
Req Buildings: Hotel
Req Resources: -
Req Terrain: Tundra OR Permafrost OR Ice
Cost: 1450
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +3 :)
  • +5 :culture:
  • +5% :gold:
  • +1 :) from Mammoths
  • +1 :) from Deer
  • +1 :) from Walrus

---

Outback Hotel
Req Tech: Tourism
Obsolete Tech: None
Req Buildings: Hotel
Req Resources: Kangaroo
Req Terrain: Desert OR Scrub
Cost: 1450
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +3 :)
  • +5 :culture:
  • +5% :gold:

---
 
1. Well they go obsolete at Teleportation so it cannot really replace them.

2. Its for decor rather than building materials.

3. Such as? I was going to have an Alpine and Ice Hote but they are apparently already made with the Winter Chalet and Ice Castle Hotel [Wonder].

1. Ah ok I missed that line.

2. Yeah me too. I think you can easily imitate real Bamboo nowadays. But ok then, I'll give it the Bamboo requirement.

3. These: http://forums.civfanatics.com/showpost.php?p=12656934&postcount=412

4. I think the Taxerdermist should get some science with Genetics and even more with Bioinformatics. And even more with Gene Encyclopedia.
Also, why does it give +1% gold with Animal resoures? Shouldn't it be science?


5. Shouldn't the Outback Hotel require Kangoroo in Vicinity? But then it might use a small Buff.
 
4. I think the Taxerdermist should get some science with Genetics and even more with Bioinformatics. And even more with Gene Encyclopedia.
Also, why does it give +1% gold with Animal resoures? Shouldn't it be science?

No. he makes stuffed animals and sale it this is why +1% gold not science
 
Ah, THAT's why it requires Chemicals!
I thought Taxidermist comes from Taxonomy... I just looked up Genealogy and everything makes sense now^^

What about a Mass Driver Warehouse?

Also, I have no idea how to make the "requires X AND Y OR Z".
And they all don't have the Warehouse requirement and I don't know why. Could you please have a look?
 

Attachments

Ah, THAT's why it requires Chemicals!
I thought Taxidermist comes from Taxonomy... I just looked up Genealogy and everything makes sense now^^

8vw1g.jpg
 
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