Hydromancerx
C2C Modder
@MrAzure
Holographic Theater and Orbital Drydock seem to already to have been done.
Holographic Theater and Orbital Drydock seem to already to have been done.
@MrAzure
Holographic Theater and Orbital Drydock seem to already to have been done.
@Faustmouse
--Buildings--
Orbital Prison [National Wonder]
Button/Icon: -
Req Tech: Advanced Environmental Systems
Req Buildings: Military Spaceport
Req Resources: Nanotubes AND Computers
Req City Size: 25
Cost: 45500
Req Power: Yes
Upgrades To: -
Obsolete Tech: None
- Gives a Free Safety (Orbital Prison) to every city.
- -1000
- +50%
to All Cities
- +1
to All Cities
- +25% Production for Protective Leaders
---
Safety (Orbital Prison)
Button/Icon: Use <Button>art/Goods/Art/goodsafety.dds</Button>
Req Tech: Advanced Environmental Systems
Req Buildings: -
Req Resources: -
Req City Size: -
Cost: -
Req Power: -
Upgrades To: -
Obsolete Tech: None
- +10
- -25% War Weariness
- Can turn 3 Citizen into Spy
- +50 Local Stability
- -50 Crime
---
Also please fix the Orbital Drydock. it should not require a coastal city.
I also think it should require Military Spaceport OR Commercial Spaceport for its building requirements.
Thanks!![]()
I also added Aluminium as Prereq. Maybe OR Titan? Wares or Ingots?

)
Orbital mechanics, similar to how they were done in SMAC, are now on the SVN. Here is an overview for how they work and how to add them.
New Tags:
The bOrbital and bOrbitalInfrastructure tags have been added to the SVN. bOrbital marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.
bOrbitalInfrastructure means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.
How Orbital Commerces Work:
A building with bOrbital enabled will not gain the normal amount of commerce from the CommerceChanges tag. It will instead get commerce equal to the result of the following formula. An Orbital Building will get commerce equal to the XML value times the number of cities you have with Orbital Infrastructure. This means that these buildings can be really valuable if you invest heavily in going into space. Now, it can't go indefinitely like this, so the number is capped at the population of the city, thus encouraging bigger cities in the Transhuman Era. Also, if the city that building is in does not have Orbital Infrastructure, the benefits from all orbital buildings are halved.
Example:
A building with bOrbital in a pop 50 city with Orbital Infrastructure and a civ having 15 cities with Orbital Infrastructure, and having the following XML:
Code:<CommerceChanges> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>4</iCommerce> </CommerceChanges>
It could give a max of (15*4)= 60 espionage, but since the city is size 50 it will only get +50 Espionage, which is reasonable for the TH era. If that city did not have Orbital Infrastructure, it would get (60/2)=30 espionage, since 30 is less than 50.
NOTEs: I think the AI will handle this fine, because it sees the results of the Orbital calculations, but if not I'll have to write a quick-and-dirty AI routine for this. Other than that it's fully functional.
@Mr Azure:
Do you work on Artwork for the buildings up to Perfume Factory? This will be the last building I want to make today, so I want to upload them all in the next 5 hours. If you don't started working on the last artworks, or if you don't want to, no problem. I just want to avoid that we both do it
Also, could you name your files only in non-capital letters? I just write them in one word, IE Pasta Maker's shop would be "pastamakersshop.dds".
I had to rename all of you files (no big deal, but avoidable work)
Thanks!
There is artwork needed for the following buildings:
Modern Mill
Mechatronics Lab
Speech Recognition Software
Pasta Maker's Shop
Confectioner's Workshop
Roasting House
Pasta Factory
Confections Factory
Coffee Factory
Barrel Factory
Cloth Factory
Ghee Factory
Perfume Factory
safety (nat legal database) Note: Use the one Hydro used for the other safeties)
And Goods:
Cellphones (goodcellphones.dds)
Pasta (goodpasta.dds)
Marzipan (goodmarzipan.dds)
Roasted Coffee (goodroastedcoffee.dds)
Could you tell me which of those you will have done till ~midnight UTC?




@Faustmouse
--Buildings--
Wikipedia [Wonder]
Button/Icon: -
Req Tech: Online Community
Req Buildings: Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 24000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None
- Gives a Wikia to every city.
- 1 Free Technology
- +200%
- +25 Maintenance
- +25% Production for Organized Leaders
---
Wikia
Button/Icon: -
Req Tech: Online Community
Req Buildings: Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 3000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None
- +100%
- +10 Maintenance
- +25% Production for Organized Leaders
---
I was not sure what Enzymes stuff should be hows this fit it with the Fatty Acids Factory, Protein Lab and Nucleic Acids Lab. I wonder if we should just have combined them into a Genetics Lab instead.
Thanks!![]()

I was not sure what Enzymes stuff should be hows this fit it with the Fatty Acids Factory, Protein Lab and Nucleic Acids Lab. I wonder if we should just have combined them into a Genetics Lab instead.
Thanks!![]()
Can you do me a favor and make a Notepad document listing all buildings you made in alphabetical order and list at the top of the document "Last Updated ___". Just stick the file in your Faustmouse module folder. It won't be really for the player but more so us modders can keep track. I have a similar one in my Hydro folder. Thanks!
I haven't seen such a list in your folder, I was wondering if such a list exists since it would make thinks easier.And you are probably right with your Genetics Lab (better: Molecular Biology Lab). While they ARE different enough to be seperated buildings, the Chemistry Lab should be seperated into Organic, Anorganic and maybe Physical Chemestry Lab. The Physics Lab can also be divides into several buildings.
?