New Buildings Discussion

Why would a Salt Evaporation Pond require a mining camp? :crazyeye:

And do we have a Salt Processing tech? Thought it would be salt trade...

1. Well you need some sort of workers at the Salt Evaporation Pond to collect up the salt.

2. Yes its called "Salt Processing" (TECH_SALT_PROCESSING). There is no Salt Trade tech.
 
I have been wondering if "Mining Camp" should not be renamed to "Worker Camp".

Well I wanted to have most of the Mineral buildings require it. If it was just a work camp then it would include way more buildings. Plus I may want to bring back the Farmhouse for all the Crop buildings.

I am just not sure yet.
 
I was thinking, we should have some more worldview buildings (slavery / cannibalism / human sacrifice) for the industrial era and beyond. In the real world they would be ideas that have either been tried only on a small scale, or only in fiction. I had some broad ideas below:

Eugenics: Guided (or forced) breeding of humans to produce superior offspring and reduce or eliminate both genetic defects and 'undesirable' traits.
Since this would create a modern day caste system, I'm thinking it would boost the output of specialists (+:science: for scientists, +:hammers: for engineers, etc.) but without reducing the GP rate. Instead, it would increase :mad:, increase national revolutionary sentiment, and make non-eugenics leaders dislike you more.

Organ Harvesting: Convicts, POW's, and randomly chosen citizens are executed and their organs harvested to replace failed ones in wealthy, powerful, or otherwise 'important' people.
With successful people living longer, there would be an overall boost to output in cities (+% :science:, +%:hammers:, etc.) but a reduction in growth rate and an increase in national revolutionary sentiment and :mad: since alot of people are being killed, plus non-organ harvesting leaders would dislike you more.

Human Experimentation: There are fewer compunctions (or none at all) about performing dangerous experiments on human beings in the pursuit of scientific advances.
With no rules regarding what is and isn't acceptable in medical research, doctors can be trained faster, new drugs can be tested on people right away, and diseases could be studied and cured more quickly by deliberately exposing healthy people to see how they respond. This would boost +%:science: and reduce the disease rate, but increase :mad:, increase national revolutionary sentiment, and make non-human experimentation leaders dislike you more.

Martyrdom: The view that it is a noble thing to sacrifice yourself for the good of others.
If a society can freely ask it's members to die for the greater good, then widespread euthanasia would eliminate 'non-productive' members of society and suicide bombers and kamikaze planes would become regular military tools. This would increase +%:hammers: and decrease -%:culture:, increase national revolutionary sentiment, and make non-martyrdom leaders dislike you more. Additionally, you would get access to less expensive versions of infantry and aircraft that start with kamikaze type promotions (no need to train or equip them fully if you know right from the start they are only going on one mission) and a cheap espionage unit that only has one mission: sacrifice the unit to destroy a random building in a city or a tile improvement.
 
I definitely want more. I was intending to add various conventions (Vienna and Geneva) as well as agreed war practices to the list.

How would you suggest these be turned on/off. Great People? When?

Would Organ Harvesting reduce crime? Would Human Experimentation increases the chance of a pandemic while reducing disease?
 
I definitely want more. I was intending to add various conventions (Vienna and Geneva) as well as agreed war practices to the list.

How would you suggest these be turned on/off. Great People? When?

Would Organ Harvesting reduce crime? Would Human Experimentation increases the chance of a pandemic while reducing disease?

I was thinking making them work just like the existing Worldviews.

As for crime and disease, I think Organ harvesting would both serve as a deterrent to crime (since serious crimes now all have capital punishments) and as an incentive (since disadvantaged people feel more resentful of the establishment), so I figure it's a wash. As for human experimentation, I'm not sure how the planned pandemics work. I think that's a good idea, though; have it reduce disease constantly but increase the risk of creating some kind of contagion.
 
@Faustmouse

I have some new stuff for you ...

---Buildings---

Hemp Farm
Req Tech: Agriculture
Obsolete Tech: -
Req Buildings:-
Req Resource in City Vicinity: Hemp
Cost: 50
Requires City Size: -

  • 1 Free Hemp Fibers Resource
  • +2 :gold:

---

Tapestry Maker's Shop
Req Tech: Textile Loom
Obsolete Tech: Assembly Line
Req Buildings: Trading Post
Req Resources: Wool OR Hemp Fibers OR Flax Fibers OR Silk Fibers OR Cotton Fibers
Cost: 30
Requires City Size: 13

  • 1 Free Tapestries Resouce
  • +3 :gold:
  • +1% :gold: with Wool
  • +1% :gold: with Hemp Fibers
  • +1% :gold: with Flax Fibers
  • +1% :gold: with Silk Fibers
  • +1% :gold: with Cotton Fibers
  • +1% :gold: with Silver Wares
  • +1% :gold: with Gold Wares
  • +1 :gold: with +1 Ornamentation
  • +1 :gold: with +1 Monarchy
  • +1 :gold: with +1 Aristocracy
  • +1 :gold: with +1 Heraldry
  • +1 :gold: with +1 Chivalry

---Resources---

Tapestries
Revealed: Textile Loom
Enabled: Textile Loom

---

Thanks! :goodjob:
 
@Faustmouse

If you are still around I have some new stuff for you.

---Buildings---

Berlinite Mine
Req Tech: Industrialization
Obsolete Tech: -
Req Buildings: Mining Camp
Req Resources In City Vicinity: Bauxite Ore AND Diamonds
Cost: 100
Requires City Size: -

  • 1 Berlinite Ore Resource
  • +1 :hammers:
  • +1 :gold:
  • +1 :yuck:

---

Lazulite Mine
Req Tech: Industrialization
Obsolete Tech: -
Req Buildings: Mining Camp
Req Resources In City Vicinity: Bauxite Ore AND Sapphires
Cost: 100
Requires City Size: -

  • 1 Lazulite Ore Resource
  • +1 :hammers:
  • +1 :gold:
  • +1 :yuck:


---

Mascagnite Mine
Req Tech: Steam Power
Obsolete Tech: -
Req Buildings: Mining Camp
Req Resources In City Vicinity: Sulphur AND Coal
Cost: 100
Requires City Size: -

  • 1 Mascagnite Ore Resource
  • +1 :hammers:
  • +1 :gold:
  • +1 :yuck:

---

Potash Mine
Req Tech: Glass Blowing
Obsolete Tech: -
Req Buildings: Mining Camp
Req Resources In City Vicinity: Fine Clay AND Salt
Cost: 100
Requires City Size: -

  • 1 Potash Resource
  • +1 :hammers:
  • +1 :gold:
  • +1 :yuck:

---Resources---

Berlinite
Revealed: Industrialization
Enabled: Industrialization

---

Borax
Revealed: Salt Processing
Enabled: Salt Processing

---

Caesium Ore
Revealed: Industrialization
Enabled: Industrialization

---

Chalk
Revealed: Natural Pigments
Enabled: Natural Pigments

---

Chromite Ore
Revealed: Industrialization
Enabled: Industrialization

---

Cinnabar Ore
Revealed: Lead Working
Enabled: Lead Working

---

Cobalt Ore
Revealed: Gunpowder
Enabled: Gunpowder

---

Hematite Ore
Revealed: Natural Pigments
Enabled: Natural Pigments

---

Lazulite Ore
Revealed: Industrialization
Enabled: Industrialization

---

Magnesium Ore
Revealed: Geology
Enabled: Geology

---

Mascagnite Ore
Revealed: Steam Power
Enabled: Steam Power

---

Nickle Ore
Revealed: Industrialization
Enabled: Industrialization

---

Potash
Revealed: Glass Blowing
Enabled: Glass Blowing

---

Pyrite Ore
Revealed: Gunpowder
Enabled: Gunpowder

---

Tungsten Ore
Revealed: Geology
Enabled: Geology

---

Zinc Ore
Revealed: Copper Working
Enabled: Copper Working

---

Also please don't forget the following I already posted ...

- Salt Evaporation Pond
- Salt Flat Quarry
- Hemp Farm
- Tapestry Maker's Shop
- Tapestries [Resource]

Thanks! :goodjob:
 
I like what you do here! :goodjob:

But as in the PM I don't have a lot time at the moment. I can PROBABLY get around to do it over the next few weeks every now and then, but don't expect them to be done in a day or 2 as a few months ago ;)

However, as reading trough this and some other parts I really get interested in modding again :crazyeye: Let's see if I can find some time soon.
Another problem is that the SVN is not working for me atm. I can't download it, at some point it will always hang. So maybe I have to upload the files then as zip here for you to merge it, if this is ok.
 
Berlinite Mine
Req Tech: Industrialization
Obsolete Tech: -
Req Buildings: Mining Camp
Req Resources In City Vicinity: Bauxite Ore AND Diamonds
Cost: 100
Requires City Size: -

  • 1 Berlinite Ore Resource
  • +1 :hammers:
  • +1 :gold:
  • +1 :yuck:

---

Lazulite Mine
Req Tech: Industrialization
Obsolete Tech: -
Req Buildings: Mining Camp
Req Resources In City Vicinity: Bauxite Ore AND Sapphires
Cost: 100
Requires City Size: -

  • 1 Lazulite Ore Resource
  • +1 :hammers:
  • +1 :gold:
  • +1 :yuck:


---

Mascagnite Mine
Req Tech: Steam Power
Obsolete Tech: -
Req Buildings: Mining Camp
Req Resources In City Vicinity: Sulphur AND Coal
Cost: 100
Requires City Size: -

  • 1 Mascagnite Ore Resource
  • +1 :hammers:
  • +1 :gold:
  • +1 :yuck:

In my actual map, I will never be able to have these 3 ressources...
All the "A ressource + Salt in City Vicinity" can be done in mordern era with some building providing Salt, but I m not sure any building provide these map ressource...
 
In my actual map, I will never be able to have these 3 ressources...

Never say never. A mine could spawn one of these resources. The longer a game goes on the more chance you will get the more rare combos. Also with the last one if a volcano turns into a sulphur resouce next to a coal deposit it has even greater odds of that combo.

In addition Berlinite and Mascagnite suppose to be rare in real life too.
 
The 'hang' is probably the FPK files... very large. I'm dreading my next update as well.

Sparth is doing great things with these, reducing the size by getting rid of duplicates and such. The Donkey/Onager has the right graphics again.

However yes they are big and difficult to get - mostly because the SVN box says nothing is being downloaded and appears stuck but meanwhile the little light on the modem says lots of stuff is being downloaded. This is why we should not update the FPKs to often.
 
yeah, it finally worked an now I'm up to date again :)

Hydro, do you actually have plans for all those new resources yet? I don't mind making them, it's more that I hate useless resources in game, like Pencils, Type Writers etc. There is no strategy behind them, just build one factory once somewhere and you are good. Ok in THEORY these things can happen:

1) Your Factory city is captured. - Unlikely, since you don't build those factories in a small city but in a city that can have it very fast. Also, you most likely have atleast 2 factories.

2) You found a new city with no access to the trade network - also highly unlikely in the industrial era. And poor planning... But nevertheless, you don't need the Typewriter Resource as soon as you have the city. And by the time you could use it, the city is connected.

3) A spy could destroy the factory - Again, unlikely that you have only one city with the factory, unlikely that a spy will destroy the factory and not something more important and even IF this happens, your cities will be good without the resource for a few turns.

4) A spy could destroy all roads and cut of the city from the trade network - very unlikely, mostly cities are near a river or acoast and I've never seen a spy doing so.

5) Your roads can be destroyed by enemy units / city could be surrounded by them - you have other problems when this happens...

6) You could lose the factory due an event - you are fine if you have 2 factories and again, a few turns without those factories is nothing to worry about.

Note: Typewriter is a placeholder here and true for other resources like Discettes, Pencils, Grammophone....


In short: Many industrial era resources (produced in factories) don't really add anything to gameplay now. They are prereqsfor buildings, but as I said they are ubiquitous. They'd only make sense with consumable resources that depend on your population. THEN they would add a strategic layer.



And more relating to the current topic: It is not intended that those "Resource + Salt in vicinity" buildings can be build with a desalination plant, right?
 
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