New Buildings Discussion

@ Mr Azure:

Do you want to make also art for the Flash Factory and such, including the resources?
Edit: Nevermind, I found them in the Icons you sent me yesterday :)

Also, if you want to make Pedia for the buildings, I'd recommend you wait until I added these new buildings. This way it would be easier for me to exchange the text Files.
 
Why are these listed as Wonders?

They dont impact enough to be called one??

Wrong thread, this belongs in the Building Review thread. But to answer your question: These are "skeletal wonders", Vokarya added. They need new building tags to be completed. I made a list of those wonders in the wonder thread some time ago.
 
Done with the buildings. My only problem is, I just can't find the Super Soldier and the Genetic Soldier. Any idea where I find them and/or what their tags are?

Genetic Soldier = UNITCLASS_BLEEDER

Super Soldier = UNITCLASS_FERAL

The easy way to find them is just search for their tech requirements in the core Unit Info file.
 
@Faustmouse

--Buildings--

Organic Photonics Factory
Button/Icon: -
Req Tech: Organic Photonics
Req Buildings: Factory AND Bioinfomatics Lab
Req Resources: Glasswares AND Biopolymers AND Enzymes
Req City Size: 13
Cost: 3700
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Organic Photonic Cells
  • +3 :gold:
  • +1 :gold: with Genesis Biology
  • +1 :gold: with Marine Architecture
  • +1 :gold: with Gene Enhancement
  • +1 :gold: with Vertical Farming
  • +1 :gold: with Artificial Photosynthesis
  • +1 :gold: with Organic Cities
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

--Resources--

Organic Photonic Cells
Enabled: Organic Photonics
Revealed: Organic Photonics


Microgenerator
Enabled: Microgenerators
Revealed: Microgenerators

---

Liquid Metal Wares
Reveals: Liquid Metals
Enables: Liquid Metals

---

Shockwave Engines
Reveals: Internal Shockwave Engine
Enables: Internal Shockwave Engine

---

Nanogenerator
Reveals: Nanogenerators
Enables: Nanogenerators

---

Novus Chemicals
Reveals: Novus Chemistry
Enables: Novus Chemistry

---

Antigrav Generators
Reveals: Antigrav
Enables: Antigrav

---

Superstrong Alloy Wares
Reveals: Superstrong Alloys
Enables: Superstrong Alloys

---

Cybernetic Chloroplasts
Reveals: Artificial Photosynthesis
Enables: Artificial Photosynthesis

---

Antimatter
Reveals: Antimatter Rocket
Enables: Antimatter Rocket

---

Megastrong Alloy Wares
Reveals: Megastrong Alloys
Enables: Megastrong Alloys

---

Thanks! :goodjob:
 
Yeah this is much better :). Faustmouse did u put the new buidings in?
 
all up to and including plasmagenerator factory.
And I won't put any more in until sunday I think.

Thanks for the art btw :goodjob:

:), you need to update you Building list in Faustmouse/BuidingList.txt lol
 
@Faustmouse

--Buildings--

Liquid Metals Foundry
Button/Icon: -
Req Tech: Liquid Metals
Req Buildings: Foundry AND Bioinfomatics Lab
Req Resources: Graphene AND Organic Photonic Cells AND Metamaterial Wares
Req City Size: 13
Cost: 4550
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Liquid Metal Wares
  • +3 :hammers:
  • +3 :gold:
  • +1 :gold: with Internal Shockwave Engine
  • +1 :gold: with Plastic Electronics
  • +1 :gold: with Novus Chemistry
  • +1 :gold: with Superstrong Alloys
  • +1 :yuck:
  • +10 Flammability
  • +5 Air Pollution

---

Shockwave Engine Factory
Button/Icon: -
Req Tech: Internal Shockwave Engine
Req Buildings: Factory AND Evolutionary Algorithms AND Advanced Quality Control
Req Resources: Plasma Generators AND Metamaterial Wares AND Liquids Metal Wares
Req City Size: 13
Cost: 5550
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Shockwave Engines
  • +3 :gold:
  • +1 :gold: with War Machines
  • +1 :gold: with Skyroads
  • +1 :yuck:
  • +15 Flammability
  • +5 Air Pollution

---

Microgenerator Factory
Button/Icon: -
Req Tech: Microgenerators
Req Buildings: Factory
Req Resources: Flash Memory Devices AND (Hydrogen OR Helium 3)
Req City Size: 13
Cost: 3950
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Microgenerator
  • +3 :gold:
  • +1 :gold: with Personalize Health
  • +1 :gold: with Asteroid Mining
  • +1 :gold: with Ubiquitous Computing
  • +1 :yuck:
  • +15 Flammability
  • +5 Air Pollution

---

Nanogenerator Factory
Button/Icon: -
Req Tech: Nanogenerators
Req Buildings: Factory AND Advanced Quality Control
Req Resources: Microgenerators AND Nanotubes AND Liquid Metal Wares
Req City Size: 13
Cost: 4850
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Nanogenerator
  • +3 :gold:
  • +1 :gold: with Plastic Electronics
  • +1 :gold: with Nanoelectronics
  • +1 :gold: with Bionics
  • +1 :gold: with Wireless Electricity
  • +1 :gold: with Nanobotics
  • +1 :gold: with Cybernetics
  • +1 :yuck:
  • +15 Flammability
  • +5 Air Pollution

---

(Continued Below)
 
Novus Refinery
Button/Icon: -
Req Tech: Novus Chemistry
Req Buildings: Industrial Park AND Evolutinary Algorithms
Req Resources: Nanotubes AND Liquid Metal Wares, Shockwave Engines, Chemicals
Req City Size: 13
Cost: 5950
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Nanogenerator
  • +3 :gold:
  • +1 :gold: with Superstrong Alloys
  • +1 :gold: with DNA Computing
  • +1 :gold: with Orbital Flight
  • +1 :gold: with Artificial Photosynthesis
  • +1 :yuck:
  • +30 Flammability
  • +15 Air Pollution
  • +15 Water Pollution

---

Superstrong Alloy Foundry
Button/Icon: -
Req Tech: Superstrong Alloys
Req Buildings: Foundry AND Evolutinary Algorithms
Req Resources: Novus Chemicals AND Metamaterial Wares AND Shockwave Engines AND Titanium Wares
Req City Size: 26
Cost: 6800
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Superstrong Alloy Wares
  • +5 :hammers:
  • +3 :gold:
  • +1 :gold: with Nanoming
  • +1 :gold: with Megastructire Enginerring
  • +1 :yuck:
  • +50 Flammability
  • +25 Air Pollution

---

Antigrav Generator Factory
Button/Icon: -
Req Tech: Antigrav
Req Buildings: Factory AND Artificial Intelligence Core
Req Resources: Novus Chemicals AND Superstrong Alloy Wares AND Shockwave Engines
Req City Size: 26
Cost: 7800
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Antigrav Generators
  • +3 :gold:
  • +1 :gold: with Lunar Trade
  • +1 :gold: with Megastructure Enginerring
  • +1 :gold: with Shielding
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Cybernetic Chloroplast Factory
Button/Icon: -
Req Tech: Artificial Photosynthesis
Req Buildings: Factory AND Somotosensory Manipulator Lab
Req Resources: Superstrong Alloy Wares AND Nanobots AND Novus Chemicals AND Biopolymers
Req City Size: 26
Cost: 8900
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • Produces 1 Cybernetic Chloroplasts
  • +3 :gold:
  • +2 :mad: with Intolerant Civic
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Changes to Existing buildings ...

Biomorphics Lab
Req Resouces: Computers AND Organic Photonic Cells

---

Thanks! :goodjob:
 
@Faustmouse

--Buildings--

Neuroinduction Field
Button/Icon: -
Req Tech: Antigrav
Req Buildings: Autodoctor
Req Resources: Antigrav Generators
Req City Size: 13
Cost: 7800
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • -5 :gold:
  • +1 :health:

---

Genetica Apparel Shop
Button/Icon: -
Req Tech: Genesis Biology
Req Buildings: Shopping District AND Molecular Biology Lab
Req Resources: Clothing
Req City Size: 13
Cost: 3950
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:
  • +1% :gold: with Hats
  • +1% :gold: with Shoes

---

Holographica Apparel Shop
Button/Icon: -
Req Tech: Holographics
Req Buildings: Shopping District AND Hologrpahic Networks
Req Resources: Clothing AND Hologrpahic Projectors
Req City Size: 13
Cost: 5200
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:
  • +1% :gold: with Hats
  • +1% :gold: with Shoes

---

Cybernetica Apparel Shop
Button/Icon: -
Req Tech: Cybernetics
Req Buildings: Shopping District AND Anthropomorphics Lab
Req Resources: Clothing AND Neuroimplants
Req City Size: 13
Cost: 8350
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:
  • +1% :gold: with Hats
  • +1% :gold: with Shoes
  • +1% :gold: with Bionic Suits

---

Neon Boutique
Button/Icon: -
Req Tech: 3D Printing
Req Buildings: Shopping District
Req Resources: Clothing AND Chemicals
Req City Size: 13
Cost: 2000
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:
  • +1% :gold: with Hats
  • +1% :gold: with Shoes
  • +1% :gold: with Dyes

---

Bioluminescent Boutique
Button/Icon: -
Req Tech: Organic Photonics
Req Buildings: Neon Boutique
Req Resources: Microgenerators AND Organic Photonic Cells
Req City Size: 13
Cost: 3700
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:
  • +1% :gold: with Hats
  • +1% :gold: with Shoes

---

Photosynthesis Boutique
Button/Icon: -
Req Tech: Artificial Photosynthesis
Req Buildings: Bioluminescent Boutique
Req Resources: Cybernetic Chloroplasts
Req City Size: 13
Cost: 8900
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:
  • +1% :gold: with Hats
  • +1% :gold: with Shoes

---

(Continued Below)
 
Dattoo Parlor
Button/Icon: -
Req Tech: Nanogenerators
Req Buildings: Tattoo Parlor OR Piercing Shop
Req Resources: Nanogenerator
Req City Size: 13
Cost: 4850
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :)
  • +1 :health:
  • +1 :culture:
  • +3 :gold:

---


Genetica Salon
Button/Icon: -
Req Tech: Genesis Biology
Req Buildings: Beauty Salon AND Molecular Biology Lab
Req Resources: -
Req City Size: 13
Cost: 3950
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:

---

Cybernetica Salon
Button/Icon: -
Req Tech: Cybernetics
Req Buildings: Beauty Salon AND Anthropomorphics Lab
Req Resources: Neuroimplants
Req City Size: 13
Cost: 8350
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :culture:
  • +5 :gold:

---

Thanks! :goodjob:
 
:), you need to update you Building list in Faustmouse/BuidingList.txt lol

I know ;) I always post the buildings I made in my list, but just haven't updated it.

And Hydro, wow, you were really busy :D Is there a reason those new factories have more flammability then older ones? Shouldn't it be the other way round?
 
And Hydro, wow, you were really busy :D Is there a reason those new factories have more flammability then older ones? Shouldn't it be the other way round?

MrAzure's outlines actually had them with even higher values. While greater than a normal factory I have them have a bit more due to their very flammable nature. Such as Futuristic Chemical Plants and Foundries would be VERY flammable.

As for buys I really want to get them posted for you before you move. And since MrAzure posts a LOT I in turn have a lot to sort though and post for you.

On the upside the Trans-Human Era on the tech tree is not looking so barren anymore. Not only do techs have buildings but many have LOTS of buildings.
 
Hm ok then.

I like that you are posting a lot of stuff here ;) Sadly I won't have THAT much time the next month, but after that I can do all the buildings you postet. 20 buildings a day shouldn't be the problem, especially when they are not unique like factories.
 
September very busy, October hopefully free, November to australia.

Mr Azure, did you do the pedia yet? Since the weather is really bad today I have nothing to do and wanted to make the new buildings up to the Cybernetica Salon. If you haven't started with the pedia, you can just make a .txt file with:

Buildingname1:
Blablabla

Buildingname2:
blablabla...
 
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