New Buildings Discussion

Personal Music Devices as resources? Oh come on...
I think it is good that you don't approve all of Mr Azure's proposed Techs since I don't like a stuffed tech tree and those "barely adding anything to gameplay techs".

But I also don't like all those resources. What do they add to gameplay if you are totally honest? The time between "reveal" them and have them in EVERY city available is only like 1-2 turns at max. After that, you don't care about them anymore in the rest of the game.
Typewriters and Diskettes are another example. They obsolete so fast after their invention that I don't think they should be resoures at all.
Saying that all Philosophies can be summerized as one generic Phlosophy tech and on the other hand seperating Diskettes from Personal Memory Devices is just... weird.

Well this has been a hard one for me to do. It was one of the main reasons I kept putting off MrAzure's "backlog" because I was not sure how to do it. I though of separating it into Analog and Digital Deceives. or just combining them all into "Personal Media Players". But then recently MrAzure has been getting turned down so much I though I better make the extra effort to make things work.

Ideally I wish there was just a simple name to give them. And as for obsolete they still can be used at Antique Shops. However for realism's sake I think the fact they do go obsolete so fast is big part of the whole electronics progression.

If you have some better ideas on how to represent these products please say so.

The reason I code things slowly is because I want to see feedback, test the waters.
Now when it comes to posting ideas I add a number at a time and wait to see the general reaction to them and then code them. An example is the insect military Standards and the expanded ancient Era. I am not going to add 30 to 40 at once, even if approved, but will let them "cook" for a week or two to see what people who don't think like me say. Group think is very bad and so is monopolistic decisions. I am going to use th Thunderbrd Tech Questionare to see if it has tangible merit. outside of elements or ores I generally do not like new resources.

I also sometimes love something I contributed but weeks later change my mind. Right now I think labs should double or triple in gold cost.

So any defense to those buildings you suggested? I know I changed the name a little but for the most part they are what you suggested. Do you have any other ideas on how to represent those electronics? Personally I think they would have went well with you proposed Sony wonder and other wonders like that. Do you have an idea on what tech they should go obsolete at?
 
@Faustmouse

Some stuff I assigned to MrAzure which appently he dosn't want to do anymore.

Excrement Holes -> Outhouse -> Garderobe -> Public Toilet -> Sanitation Chamber

Outhouse
Req Tech: Carpentry
Req Resources: Wood OR Prime Timber OR Bamboo
Req Building: -
Cost: 30
Req Power: No
Obsolete Tech: Modern Sanitation

  • +1 :mad:
  • -4 Disease

---

Garderobe
Req Tech: Sanitation
Req Resources: Stone OR Marble OR Bricks
Req Building: Sewer System
Cost: 105
Req Power: No
Obsolete Tech: Personalized Health

  • +1 :mad:
  • -8 Disease

---

Public Restrooms
Req Tech: Modern Sanitation
Req Resources: Paper
Req Building: Sewer System AND Water Pipes
Cost: 520
Req Power: Yes
Obsolete Tech: Homo Superior

  • +1 :mad:
  • -16 Disease
  • +1 :health: with Soap

---

Sanitation Chamber
Req Tech: Personalized Health
Req Resources: Computers
Req Building: Sewer System AND Water Pipes AND Computer Network
Cost: 4250
Req Power: Yes
Obsolete Tech: -

  • -32 Disease
  • +1 :health: with Soap
  • +1 :health: with Service Bots

---

Many Thanks In Advace! :goodjob:
 
@Faustmouse

Oh and these too from MrAzure's list.

Entomology Lab
Req Tech: Zoology
Req Resources: Bugs
Req Buildings: Biology Lab AND Zoo
Cost: 300

  • -20 Gold
  • +5 :science:
  • +2 :science: with Paleontology
  • +2 :science: with Wilderness Conservation
  • +2 :science: with Marine Biology
  • +2 :science: with Ecology
  • +2 :science: with Genetics
  • +2 :gold: with Biomaterials
  • +2 :science: with Ecological Engineering
  • +2 :science: with Genome Encyclopedia
  • +2 :science: with Genesis Biology

---

Herpetology Lab
Req Tech: Zoology
Req Resources: Lizards
Req Buildings: Biology Lab AND Zoo
Cost: 300

  • -20 Gold
  • +5 :science:
  • +2 :science: with Paleontology
  • +2 :science: with Wilderness Conservation
  • +2 :science: with Marine Biology
  • +2 :science: with Ecology
  • +2 :science: with Genetics
  • +2 :gold: with Biomaterials
  • +2 :science: with Ecological Engineering
  • +2 :science: with Genome Encyclopedia
  • +2 :science: with Genesis Biology

---

Ornithology Lab
Req Tech: Zoology
Req Resources: Poultry OR Parrots
Req Buildings: Biology Lab AND Zoo
Cost: 300

  • -20 Gold
  • +5 :science:
  • +2 :science: with Paleontology
  • +2 :science: with Wilderness Conservation
  • +2 :science: with Marine Biology
  • +2 :science: with Ecology
  • +2 :science: with Genetics
  • +2 :gold: with Biomaterials
  • +2 :science: with Ecological Engineering
  • +2 :science: with Genome Encyclopedia
  • +2 :science: with Genesis Biology

---

Thanks!
 
So any defense to those buildings you suggested? I know I changed the name a little but for the most part they are what you suggested. Do you have any other ideas on how to represent those electronics? Personally I think they would have went well with you proposed Sony wonder and other wonders like that. Do you have an idea on what tech they should go obsolete at?

I would call the resource Personal Electronics. That will cover all bast, present, and future consumer grade electronics. They should obsolete at Plastic Electronics.
 
I would call the resource Personal Electronics. That will cover all bast, present, and future consumer grade electronics. They should obsolete at Plastic Electronics.

Sounds good.

@Faustmouse

Ok lets try this again.

---Buildings---

Personal Electronics Factory
Button/Icon: ?
Req Tech: Microprocesssor
Req Buildings: Factory
Req Resources: Microchips AND Plastics
Req City Size: 13
Cost: 2450
Req Power: Yes
Obsolete Tech: Plastic Electronics

  • Produces 1 Personal Electronics
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---Resources---

Personal Electronics
Revealed: Microprocesssor
Enabled: Microprocesssor

---

Look good you guys?
 
Is this building possible?
Falconry School

Requires
Hawking Hut or Falconer in the city.
Tech Feudalism​
Replaces both Hawking Hut and Falconer

Stats
:
+1 :espionage:,
+1 Feathers,
+1:gold: with tourism
Removes pest - pigeons.
 
@DH

Well its possible, but it would not be worth building since the Hawking Hut or Falconer give better benefits. You would be better off having the Hawking Hut and Falconer replace Pests (Pigeons).

I checked the only extra benefit they provide was +1:food: the rest are in my proposed upgrade ... which was supposed to have +1:food: until Industry tech:blush:. The school was going to be required for training raptor units and the tamed versions.
 
Well the current stats are ...

Falconer
Cost: 50
Req Tech: Falconry
Req Resource Vicinity: Poultry AND Grapes
Obsolete: Telegraph

  • Provides 1 Feathers
  • +1 :food:
  • +1 :espionage:
  • +1 :) Bourgeois Civic
  • Double Production for Nomadic Leaders
  • Can be built by Subdued Hawk, Subdued Eagle, Subdued Haast's Eagle

---

Hawking Hut
Cost: -1
Req Tech: Falconry
Req Building: Master Hunter
Obsolete: Telegraph

  • Provides 1 Feathers
  • +1 :food:
  • +1 :espionage:
  • Double Production for Nomadic Leaders
  • Can be built by Subdued Hawk, Subdued Eagle, Subdued Haast's Eagle

Notes: The Double Production on the Hawking Hut seems useless since you cannot actually build it. It needs the subdued birds to build.

---

If I was doing the stats for Falconry School this is what I would do ...

Falconry School
Cost: 160
Req Tech: Feudalism
Req Building: Falconer OR Hawking Hut
Obsolete: Telegraph
Replaces: Pests (Pigeons)

  • +1 :culture:
  • +1 :espionage:
  • Allows for the Production of Raptor Units
  • Can be built by Subdued Hawk, Subdued Eagle, Subdued Haast's Eagle

---

This way it doesn't replace the other buildings and goes obsolete at the same time.
 
Except Falconry Schools still exist and falcons are still used in cities eg London, to control pigeons and other pest birds.

Of course you can't build the Hawking Hut. I just wanted the one Falconer but you wanted it restricted it grape(?) growing areas.

How about

Falconer
Cost: 50
Req Tech: Falconry
Req Resource Vicinity: Poultry AND Grapes
Obsolete: Never (or Galactic Era tech)
Upgrades to: Falconry School

  • Provides 1 Feathers
  • +1 :food: (-1:food: at Industrialisation tech)
  • +1 :espionage:
  • +1 :) Bourgeois Civic
  • Double Production for Nomadic Leaders
  • Can be built by Subdued Hawk, Subdued Eagle, Subdued Haast's Eagle

---

Hawking Hut
Cost: -1
Req Tech: Falconry
Req Building: Master Hunter
Obsolete: Never (or Galactic Era tech)
Upgrades to: Falconry School

  • Provides 1 Feathers
  • +1 :food: (-1:food: at Industrialisation tech)
  • +1 :espionage:
  • Double Production for Nomadic Leaders
  • Can be built by Subdued Hawk, Subdued Eagle, Subdued Haast's Eagle


Falconry School
Cost: 160
Req Tech: Feudalism
Req Building: Falconer OR Hawking Hut
Obsolete: Never (or Galactic Era tech)
Replaces: Pests (Pigeons), Falconer and Hawking Hut

  • +1 :culture:
  • +1 :gold: at Tourism tech
  • +2 :food: (-1:food: at Industrialisation tech, -1:food: at flight tech)
  • +1 :espionage:
  • Allows the Production of Raptor Units
  • Can be built by Subdued Hawk, Subdued Eagle, Subdued Haast's Eagle
[/QUOTE]
 
@DH

1. The Poultry + Grapes restriction on the Falconer is so not every city can build them. Its like the other poultry buildings such as Turkey Farm is Poultry + Corn, and Goose Farm is Poultry + Olives.

2. Well I suppose those stats could work. I guess I will tweak the Falconer while you can tweak the Hawking Hut.
 
@Faustmouse

Here are a bunch of buildings based on DH's ideas. Here is the template ...

Breeding Program (____)
Cost: 2150
Req Tech: Ecology
Req Building: Zoo
Req Resource Vicinity: ___
Obsolete: -
Upgrades To: -

  • +1 :)
  • +1 :gold:
  • +1 :culture:
  • -1 Air Pollution
  • -1 Water Pollution

---

Breeding Program (Boar)
Req Resource Vicinity: Pig

---

Breeding Program (Deer)
Req Resource Vicinity: Deer

---

Breeding Program (Caribou)
Req Resource Vicinity: Deer
Req Terrain: Tundra OR Permafrost OR Ice
Req Latitude: Min of 40 Degrees

---

Breeding Program (Muskox)
Req Resource Vicinity: Bison AND Sheep
Req Terrain: Tundra OR Permafrost OR Ice
Req Latitude: Min of 40 Degrees

---

Breeding Program (Moose)
Req Resource Vicinity: Deer AND Bison

---

Breeding Program (Bison)
Req Resource Vicinity: Bison

---

Breeding Program (Mouflon)
Req Resource Vicinity: Sheep

---

Breeding Program (Elephant)
Req Resource Vicinity: Elephant

---

Breeding Program (Mammoth)
Req Resource Vicinity: Mammoth

---

Breeding Program (Antelope)
Req Resource Vicinity: Deer AND Horse

---

Breeding Program (Zebra)
Req Resource Vicinity: Elephant AND Horse

---

Breeding Program (Rhino)
Req Resource Vicinity: Elephant AND Pig

---

Breeding Program (Kangaroo)
Req Resource Vicinity: Kangaroo

---

Breeding Program (Giraffe)
Req Resource Vicinity: Elephant AND Deer

---

Breeding Program (Hippo)
Req Resource Vicinity: Elephant AND Bison
Req Terrain: Marsh

---

Breeding Program (Ostrich)
Req Resource Vicinity: Poultry AND Elephant

---

Breeding Program (Emu)
Req Resource Vicinity: Poultry AND Kangaroo

---

Breeding Program (Rhea)
Req Resource Vicinity: Poultry AND Llama

---

Breeding Program (Sea Otter)
Req Resource Vicinity: Beavers AND Clams
Coastal City: Yes

---

Breeding Program (Beaver)
Req Resource Vicinity: Beavers AND Prime Timber
River City: Yes

---

Breeding Program (Chinchilla)
Req Resource Vicinity: Beavers AND Rabbits
Req Terrain: Peak

---

Breeding Program (Rabbit)
Req Resource Vicinity: Rabbits

---

Breeding Program (Fox)
Req Resource Vicinity: Rabbits

---

Breeding Program (Mink)
Req Resource Vicinity: Beavers AND Shrimp
River City: Yes

---

Breeding Program (Raccoon)
Req Resource Vicinity: Beavers AND Crab

---

Breeding Program (Seal)
Req Building: Aquarium (Instead of Zoo)
Req Resource Vicinity: Seals
Req Latitude: Min of 40 Degrees

---

Breeding Program (Walrus)
Req Building: Aquarium (Instead of Zoo)
Req Resource Vicinity: Walrus
Req Latitude: Min of 40 Degrees

---

Breeding Program (Elephant Seal)
Req Building: Aquarium (Instead of Zoo)
Req Resource Vicinity: Walrus AND Seal

---

Breeding Program (Beluga)
Req Building: Aquarium (Instead of Zoo)
Req Resource Vicinity: Whale AND Seal
Req Latitude: Min of 40 Degrees
Req Terrain: Ice
Coastal City: Yes

---

Breeding Program (Narwhal)
Req Building: Aquarium (Instead of Zoo)
Req Resource Vicinity: Whale AND Walrus
Req Latitude: Min of 40 Degrees
Req Terrain: Ice
Coastal City: Yes

---

Note I will edit my hunting camps accordingly.

Thanks! :goodjob:
 
Just an idea I had and before I forget it I'll write it here:

Super Computer (National Wonder)
Required Tech:
Costs:
Requires Buildings:
- 400 :gold:

Supercomputer Programm (Molecular Studies)
Required Tech:
Costs: 1
Requires Super Computer
+ 5 :science: to all Chemistry Lab, Molecular Biology Lab... (Is it possible to have a "Doubles this bonus in X turns" on the "on all buildings" tag?)

Replaces Supercomputer Programm (______Studies)

Supercomputer Programm (Physical Studies)
Required Tech:
Costs: 1
Requires Super Computer
+ 5 :science: to all Physics Lab, Jet Propulsion Lab
Replaces Supercomputer Programm (______Studies)

Supercomputer Programm (Military Studies)
Required Tech:
Costs: 1
Requires Super Computer
Maybe: Free Promotion XXX for every unit?
Replaces Supercomputer Programm (______Studies)


You get the idea. You should be able to switch the Program any time. But I like to have a bonus if a programm runs longer. Like the "doubles culture in 1000 years" for the Temples.

Actual uses for Super PCs:

- Chemical/Physical Calculations (Studies of Oil / Aircraft construction [Aerodynamics])
- Simulation of Nuclear Bombs Explosions
- Developement of new Energy Sources,
- Developement of new Materials
- Bioinformatics (like genealogy; on the Level of Species and on the Level of Proteins)
- Astro Physics
- Enviromental Stuff (could work with Pollution)
- Weather
- Geological Stuff (Earthquakes, Tectonics...)
- Medical Stuff (Cancer for example)
- Simulation of Cells
- Biochemistry: Protein Structures for example
- Financial Studies
- Mathematics
- Maybe in the Future like Minority Report: Crime
- Maybe (secret) military computers that simulates Wars
 
That's not what I want. I will simulate that it is more beneficial if a program runs longer instead of switching it all the time.

Also, I was wondering what's the tag for +1 XP for Law Enforcement and Spies?
 
Also, I was wondering what's the tag for +1 XP for Law Enforcement and Spies?

for buildings?
Code:
			<UnitCombatFreeExperiences>
				<UnitCombatFreeExperience>
					<UnitCombatType>UNITCOMBAT_SPY</UnitCombatType>
					<iExperience>1</iExperience>
				</UnitCombatFreeExperience>
			</UnitCombatFreeExperiences>
 
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