New Buildings Discussion

New transhuman/galactic building idea

Antigravity crane

Ancient aliens theory says that piramids may be build with antigrav tech usage. That crane uses antigrav to not pick up things but to break gravity for them. 100tons block behaves like 100gram bricks thanks to that.
 
New transhuman/galactic building idea

Antigravity crane

Ancient aliens theory says that piramids may be build with antigrav tech usage. That crane uses antigrav to not pick up things but to break gravity for them. 100tons block behaves like 100gram bricks thanks to that.

I think that is already included with the Hi-Tech Crane.
 
New transhuman/galactic building idea

Antigravity crane

Ancient aliens theory says that piramids may be build with antigrav tech usage. That crane uses antigrav to not pick up things but to break gravity for them. 100tons block behaves like 100gram bricks thanks to that.

I think that is already included with the Hi-Tech Crane.

If that´s the case then the Hi-Tech-Crane´s benefits are way too low. It is just a +40% of building construction compared to the +30% of the Modern Crane which it replaces (and now try to construct a modern building without any crane in RL!). I would suggest a +100% to somehow honour this amazing technology (not joking). In the very late game the options to reduce production times become scarce anyhow, so this would be very welcome.
 
Hi tech crane could be transhuman and antigrav crane could be galactic building.
 
Hey i remember the conversation about Auto building some of of the Many Many buildings and i was thinking the following
Let's split the list into two groups "Civilian" and "infrastructure"

Infrastructure being things like Roads, Bridges, Forges, Smelteries And other Manufacturing buildings important for the State and those needs to build by the Government Meaning the player

The Civilian buildings being Civilian run things for example the Fortune Teller things a Citizen chooses to do out of their own will and so Independently from the State

i was working the Civilian buildings out under the following a Civilian Infrastructure Building that is an Infrastructure building meaning it Has to be build by the state Subdived as following:

Tribal Infrastructure: unlocks at either Shelterbuilding or Cavedwelling (one of the first Shelter related techs)
Ancient Town Infrastucture: Unlocks at the first Tech of the Second era (sorry forgot the name)
Ancient City Infrastructure: Unlocks at Urban Planning
Ancient Metropolitan Infrastructure: (could also be later) idk where i would place it maybe i can think of a good Tech for it
Etc. for each Era/Development stage

for the Tribal Infrastructure just everything Civilian up to Ancient Town Infrastructure
for the Town Infrastructure the Civilian buildings you Could find in a Town up to the next Tier
for the City Infrastructure Everything you could find in a City up to the Next Tier
for the Metropolitan Infrastructure Every Civilian Building up to the Next tier

If you guys Decide to add Infrastructure Property you could weave it in
also for the Stats the buildings give i was thinking +1 for the Tribal, +2 Ancient town, +4 City, +%5 Metropolitan, in the Same order +3 , +5, +10, +%5 +1, +2, +3, +4 and for Crime -1, -3,-5, -10

Basically the Government gives Civilian a spot to build up their things reducing illegal building and because of that have more benefits from the Civilian buildings

also when compiling the list's of the two i would recommend erring on the side of the Infrastructure i like the amount of buildings and in no way i was imagining this idea to make City building a walk in the park (reducing the amount of buildings you need to build manually with like 50%)

(and yes i also posted this at the Ideas post but i realized this was a more suitable spot)
 
That was basically very similar to what I'd suggested and I think many of us felt it was a good idea BUT its a bit of a project and thus would have to get in line behind a lot of other projects on the table.
 
the basic hinges of this idea could be thought of separately as the Infrastructure building doesn't need to be build from the start as an Autobuild requirement to ease the development on it Step 1 getting the Infrastructure in game and Balanced, Step 2 getting the first Civilian buildings need the building in order to be build, Step 3 getting the whole Autobuild thing nailed into place and this way it doesn't matter much how much time is between steps and along every step you could rethink Balance (especially handy at Step 3)

and yes i do know you guys got 20.000 things planned while you can only work on a few of those at one given time
 
The real problem is deciding which buildings are what. Just having buildings becoming free at a tech in new cities would help a lot.

i probably could squeeze some free time into my Schedule to make a list of Civilian buildings, it probably will be little more work then the Hero list i helped SO with :p:lol:
also a Free at Tech mechanic i would find kinda Cheaty to be honest (like oh we developed Masonry Poof we pull this and that building out of the Replicator), Free buildings i can accept if there's a logical reason behind the method i thought of makes a lot of sense of the Why
 
I still wouldn't want private buildings to be 'free' or 'auto built' so much as having a civic driven mechanism that categorizes different building categories as private or public and having either a random autobuild chance on the private buildings that are available OR better still having a percentage of the city's production (based on how many categories have been privatized) channeling out of the player's control (for public buildings and units) and into a separate build bar in each city where the city has determined what the people want and are building towards themselves. Both build efforts would be in parallel so it would be a way that the city could be doing more at once basically.

Auto build as a static function is such a blunt instrument...
 
What I would really want is buildings other than national wonders that sort of determine what kind of city I am building. And I mean this also in a more political sense. Some way of depicting that often (well kind of always actually) some cities simply support other more politically important cities with food and hammers.
 
i probably could squeeze some free time into my Schedule to make a list of Civilian buildings, it probably will be little more work then the Hero list i helped SO with :p:lol:
also a Free at Tech mechanic i would find kinda Cheaty to be honest (like oh we developed Masonry Poof we pull this and that building out of the Replicator), Free buildings i can accept if there's a logical reason behind the method i thought of makes a lot of sense of the Why

We already have this with the Colonist and Pioneer units. Basically as time goes by some things are just built by the people when they settle a new area. In the West, before WWI it would have been the food or mine buildings for the area depending on the town type, plus a church and a pub. These days you would add electricity buildings.
 
i was again thinking how to implement such a thing as Autobuild why not make the Civilian Infrastructure the same as the Production to Research, Espionage or Culture thing that it Generates Points and from those points it will Randomly assign Civilian buildings costing so much points is that possible?
 
I thought of a new "type" of buildings: Free X.

If your nation is really rich (which it is in civ usually in the later game), it could give its people something back. I thought of a set of buildings that require the palace to be build and cost a lot of maintenace. it would be best if it were something like: "2 gold per pop (empire-wide)". Therefore, those Buildings gives a lot of Happiness and probably health, science, productivity, decrease rebelliouness etc. For example:

- Free Water Supply: costs 5 gold per pop, +2 Happyness in every city, -5 Flamability in every city, + 2 health in every city.

- Free Electricity: -5 gold per pop, +2 Happyness in every city, +5% production in every city. [May get boni with Wireless Electricity etc. Also, could get more expensive with Computers, Green Civic etc or less expensive with Fusion Power]

- Free Internet: -5 gold per pop, +2 Happyness in every city, +5% research in every city. [May get boni with later techs like virtual community etc]

- Free Housing: -20 gold per pop, +5 Happyness in every city, -10 disease in every city.

- Free Education: - 15 gold per pop, +25% Education in every city, +2 happyness per city, free School, Highschool, University etc in every city.

- Free Entertainment: -10 gold per pop, +5 Happyness in every city, +10% Culture in every city, free Theater, Operahouse, Artist Gallery etc in every city.

- Free Television: -5 gold per pop, +5 Happyness in every city, -5% Culture in every city.

- Free Food Supply: -5 gold per pop, +5 Happyness in every city, +10% Food in every city, +2 Unhealthiness per City.

- Free Medical Care: -20 gold per pop, + 5 Happyness in every city, -200 Disease per turn.

- Free Transportation: -10 gold per pop, +3 Happyness in every city, -200 Air Pollution in every city, +5% Production in every city. [Increasing boni with Personal Rapidtrain, Skyroads etc]

- Free Minimum Wages: -7 gold per pop, + 10 Happyness, -1% Production.

- Free Plastic Surgey: -5 gold per pop, +10 Happyness.

- Free Personal Robots: -30 gold per pop, +10 Happyness, +20% Production [Increasing boni with Cognitive Robots etc]


Maybe the costs are too low. They should be a hard decision to build. But for a giant map you easily end up with 50 cities with 50+ pop each, meaning for Free Education a total cost of 15*50*50= 37500 gold per turn. Plus the costs of 50 Universities, Schools etc.
Free Education or Free Entertainment offer free buildings in all cities. So it would be awesome if you could implent a new tag that makes it possible to give buildings "X gold one time cost when build".
 
Great idea

But i think it should works as ordinances that gives additional benefits to existing buildings ex

Free Transportation gives additional stats to public transportation building
Free Water Supply gives additional stats to water pumping station

Before something can be free it must exists apropirate infrastructure in each city to make it happen
 
Before something can be free it must exists apropirate infrastructure in each city to make it happen

The Free X Building take a lot of Hammers and time to build. You can assume that the infrastructure is build in this time.
 
I thought of a new "type" of buildings: Free X.

If your nation is really rich (which it is in civ usually in the later game), it could give its people something back. I thought of a set of buildings that require the palace to be build and cost a lot of maintenace. it would be best if it were something like: "2 gold per pop (empire-wide)". Therefore, those Buildings gives a lot of Happiness and probably health, science, productivity, decrease rebelliouness etc. For example:

- Free Water Supply: costs 5 gold per pop, +2 Happyness in every city, -5 Flamability in every city, + 2 health in every city.

- Free Electricity: -5 gold per pop, +2 Happyness in every city, +5% production in every city. [May get boni with Wireless Electricity etc. Also, could get more expensive with Computers, Green Civic etc or less expensive with Fusion Power]

- Free Internet: -5 gold per pop, +2 Happyness in every city, +5% research in every city. [May get boni with later techs like virtual community etc]

- Free Housing: -20 gold per pop, +5 Happyness in every city, -10 disease in every city.

- Free Education: - 15 gold per pop, +25% Education in every city, +2 happyness per city, free School, Highschool, University etc in every city.

- Free Entertainment: -10 gold per pop, +5 Happyness in every city, +10% Culture in every city, free Theater, Operahouse, Artist Gallery etc in every city.

- Free Television: -5 gold per pop, +5 Happyness in every city, -5% Culture in every city.

- Free Food Supply: -5 gold per pop, +5 Happyness in every city, +10% Food in every city, +2 Unhealthiness per City.

- Free Medical Care: -20 gold per pop, + 5 Happyness in every city, -200 Disease per turn.

- Free Transportation: -10 gold per pop, +3 Happyness in every city, -200 Air Pollution in every city, +5% Production in every city. [Increasing boni with Personal Rapidtrain, Skyroads etc]

- Free Minimum Wages: -7 gold per pop, + 10 Happyness, -1% Production.

- Free Plastic Surgey: -5 gold per pop, +10 Happyness.

- Free Personal Robots: -30 gold per pop, +10 Happyness, +20% Production [Increasing boni with Cognitive Robots etc]


Maybe the costs are too low. They should be a hard decision to build. But for a giant map you easily end up with 50 cities with 50+ pop each, meaning for Free Education a total cost of 15*50*50= 37500 gold per turn. Plus the costs of 50 Universities, Schools etc.
Free Education or Free Entertainment offer free buildings in all cities. So it would be awesome if you could implent a new tag that makes it possible to give buildings "X gold one time cost when build".

Just a minor terminology point, bt I would prefer 'universal' to 'free'. Your usually talking about the state imposing a set of quality and accessibility standards on the supply of something basic (like water or electricity) rather than actually making it truly free. This tends to manifest in rules that require the utilities not to cherry pick customers too much, and limits their rights to pre-empively cut of a customer from supply without some form of legal action.

However, modelling it as free buildings works fine, so it just boils down to terminology.
 
Just a minor terminology point, bt I would prefer 'universal' to 'free'. Your usually talking about the state imposing a set of quality and accessibility standards on the supply of something basic (like water or electricity) rather than actually making it truly free. This tends to manifest in rules that require the utilities not to cherry pick customers too much, and limits their rights to pre-empively cut of a customer from supply without some form of legal action.

However, modelling it as free buildings works fine, so it just boils down to terminology.

Hmm... I'm not a native english speaker, so I maybe don't get your point. But I mean literally FREE. The state has a lot of money so he decides to give it's people something. In Dubai for example, if you can't afford a house, the states PAYS for one.

Free Water means not just that you are able to get water from the sink if you want to, like it is in most first world countries, it means that you can do that AND don't have to pay for it. It's a gift from the state. That's why those buildings are really expensive.
 
Hmm... I'm not a native english speaker, so I maybe don't get your point. But I mean literally FREE. The state has a lot of money so he decides to give it's people something. In Dubai for example, if you can't afford a house, the states PAYS for one.

Free Water means not just that you are able to get water from the sink if you want to, like it is in most first world countries, it means that you can do that AND don't have to pay for it. It's a gift from the state. That's why those buildings are really expensive.

Ok, but that sounds like a 'second level' ordinance. Around the world it's become relatively common, from the 20th century anyway, to ensure universal access. It was this 'first level' that I was referring to, and I had not realized you meant something distinct. It seems to me that there may be a hierarchy of orodnances (rather like promotions), where you cannot have the second level without first providing the first level.
 
Back
Top Bottom