New Buildings Discussion

@Faustmouse

Sorry I missed these before ...

--Buildings--

Neuroscience Center
Button/Icon: Here
Req Tech: Advanced Molecular Biology AND Neural Networks
Req Buildings: Laboratory AND Medical Clinic
Req Resources: Computers
Req City Size: 13
Cost: 3000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +2 :health:
  • +5 :science:
  • -20 :gold:
  • +2 :science: with Brain Machine Interface
  • +2 :science: with Genesis Biology
  • +2 :science: with Thought Scanning
  • -10 Disease

---

Evolution Simulator
Button/Icon: Here
Req Tech: Bioinformatics AND Virtual Reality
Req Buildings: Design Studio AND Biology Lab
Req Resources: Computers
Req City Size: 13
Cost: 2650
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +1 :)
  • +1 :culture:
  • +1 :health:
  • +5 :science:
  • +5 :gold:
  • +2 :science: with Machine Learning
  • +2 :science: with Ecological Engineering
  • +2 :hammers: with Rapid Prototyping

---

Systems Biology Simulator
Button/Icon: Here
Req Tech: Biomathematics
Req Buildings: Evolution Simulator AND Forensics Lab AND Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 3200
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +2 :health:
  • +5 :science:
  • +2 :science: with Genome Encyclopedia
  • +2 :health: with Personalized Health
  • +2 :science: with Affective Algorithms

---

Thanks! :goodjob:
 
Looking forward to make those buildings :goodjob:

I think the Evolution Simulator should require the Online Genealogy, shouldn't it?
And I think Neuroscience center fits more to Bioinformatics than Advanced Molecular Biology.
 
Online Genealogy is more about family history and family trees. I don't think you would need that to make an evolution simulator. Would you?

Neuroscience is in Advanced Molecular Biology because that tech use to be called Neurotechnology. In fact it still has the icon/button and text for it. I know you put other buildings in there but that's basically what the tech was before they changed it name to a more generic one.
 
Ah ok. In german, the word for genealogy could be used for both - a family tree and for the "tree of life". Ok then.

I thought Advanced Molecular Biology was about new molecular methods, like TALENs, advanced (restriction) enzymes, advanced lab equipment like faster PCR-Cycler, better molecular detection devices etc. But maybe that would fit better in "(Advanced) Biotechnology" if such a tech exsists. If not, we might want to consider to add it.
 
Well we do have Molecular Medicine which is where Immunity Drugs are.

On a side note most of the techs on the tech tree within the Trans-Human Era (the ones in bold) were ones that MrAzure added. However Vokarya and ls612 thought it was just way too much and they reduced the techs down. I personally was in the middle and could see that some were better off as just buildings or wonders and not as techs. While some they got rid of I was sad they did. Though I supose now that both are off modding other mods we could add some back in if we need to.

Also the document that had what techs were going to be removed use to be listed here.
 
Well we do have Molecular Medicine which is where Immunity Drugs are.

Also the document that had what techs were going to be removed use to be listed here.

@Faustmouse If you wanted to see the Techs that I added to TH Era look at my "Transhuman Tech Beta" link on my signature lol. I have to be honest I am mind blown of the number of stuff lol
 
*bookmarks the page* Thanks!

Note that the tre is highly out of date it at least give some good ideas from the old discussion.

If we do add techs again would you be willing to code them again MrAzure? Or do you even remember how to?

I know how to code Techs, and I could code them, add art, and civiopedia, and quotes. I have a question about buildings, can you explain stat modifiers? I noted some buildings get at

gold or science if u have other buildings, can you explain what is possible and what isn't? OR do resources only modify stats?
 
@Faustmouse

Some more ...

--Buildings--

Digital Offices
Button/Icon: -
Req Tech: Media Psychology and Cloud Computing
Req Buildings: Modern Office AND Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 2650
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +5 :gold:
  • +1% :gold: with Paper

---

National Legal Database [National Wonder]
Button/Icon: -
Req Tech: Media Psychology and Cloud Computing
Req Buildings: Police Precinct AND Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 7050
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +5% :espionage: to All Cities
  • -10 Crime to All Cities
  • -20 :gold:

---

National Academic Database [National Wonder]
Button/Icon: -
Req Tech: Media Psychology and Cloud Computing
Req Buildings: University AND Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 7050
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +5% :science: to All Cities
  • -20 :gold:

---

Psychology Lab
Button/Icon: -
Req Tech: Psychology
Req Buildings: University AND (Insane Asylum OR Neuroscience Center)
Req Resources: -
Req City Size: 13
Cost: 680
Req Power: No
Upgrades To: -
Obsolete Tech: None

  • +4 :science:
  • +2 :health:
  • -10 :gold:
  • +2 :science: with Compulsory Education
  • +2 :science: with Propaganda
  • +2 :science: with Mass Media
  • +2 :science: with Counterculture
  • -5 Disease

---

Applied Psychology Lab
Button/Icon: -
Req Tech: Media Psychology and Cloud Computing
Req Buildings: Psychology Lab AND Neuroscience Center
Req Resources: Computers
Req City Size: 13
Cost: 2650
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +4 :science:
  • +2 :health:
  • -10 :gold:
  • +2 :science: with Online Communities
  • +2 :science: with Virtual Society
  • +2 :health: with Personalized Health
  • -5 Disease

---

Thanks! :goodjob:
 
I know how to code Techs, and I could code them, add art, and civiopedia, and quotes. I have a question about buildings, can you explain stat modifiers? I noted some buildings get at

gold or science if u have other buildings, can you explain what is possible and what isn't? OR do resources only modify stats?

You can give ALL buildings of a specific type :culture:, :gold:, :science: or :espionage:. Since it gives all buildings in every city this, it is limited to wonders due to how powerful it is. I am not sure if it would stack if you had more than one city with that code, but its way over powered for a normal building to give that. Which is why we don't give it to normal buildings.

The more preferred way to enhance a building is to give it the code that boosts a stat based on what tech they researched. Thus allowing building to get more/less powerful over time.
 
I know how to code Techs, and I could code them, add art, and civiopedia, and quotes. I have a question about buildings, can you explain stat modifiers? I noted some buildings get at

gold or science if u have other buildings, can you explain what is possible and what isn't? OR do resources only modify stats?

Depends what "stats" are for you. There are two different: Yields (:commerce: :hammers: :food:) and Commerce (:gold: :science: :culture: :espionage:) The Modifier will change the % and the Changes will only change a plain + or -.

YieldChanges can be done via resources, like "+1 :food: with sheep" and I think with techs, like "+1 :food: with Cooking"
YieldModifiers can be done via resources, too.
CommerceChanges can be done via Techs
COmmerceModifiers can be done with resources and I think with techs, too.
Buildings can do a lot more stuff like: provide Power, give promotions, give XP, train specific units faster, change Properties (Crime, Disease...), produce resources, remove resources from a city, change yields on sea/river plots... you may want to click through the civpedia just to see what is done with buildings.
 
I also think there are a few things building can do that no building uses because either its brand new and not applied to anything yet or was not useful, unbalanced or replaced by a better way. There are also very rare code that is used on like say one one wonder or building.

I think <bDirtyPower> and <bAreaCleanPower> are all unused since the power plants were redone and air/water pollution was implemented.
 
Ok I'd like to start with those buildings.

A few things:

1) I'll make the Orbital Drydock but I'll only give the production modifier and XP to orbital Aircraft AT FIRST. After other Spaceships are implented, I will add those.

2) I won't give the Holographic Solar System the Range II Promotion. Aircrafts had no benefits from the knowledge of the Solar System. Once Spaceships are available, there could be a unique promotion for those.

3) National Legal Database: Is it possible to give a building - Crime in ALL cities? If so, what's the code for it? If not, I'd create a Security (National Legal Database) and give it for free in all cities, like Alcatraz or the Police Academy.

@Mr Azure:
I will make those, but it might take a while. Keep on developing ideas. I have 2 months off soon and since my other hobbies are highly depended of good weather I have lots of modding time :goodjob:
 
al Database) and give it for free in all cities, like Alcatraz or the Police Academy.

@Mr Azure:
I will make those, but it might take a while. Keep on developing ideas. I have 2 months off soon and since my other hobbies are highly depended of good weather I have lots of modding time :goodjob:

No worries, I'm going to be busy the next two days lol. I know you have Atompunk/Retrofuture stuff to add first lol. I'm going to be looking at Buildings stuff and Civilopedia to understand Buildings better.
 
Ok I'd like to start with those buildings.

A few things:

1) I'll make the Orbital Drydock but I'll only give the production modifier and XP to orbital Aircraft AT FIRST. After other Spaceships are implented, I will add those.

2) I won't give the Holographic Solar System the Range II Promotion. Aircrafts had no benefits from the knowledge of the Solar System. Once Spaceships are available, there could be a unique promotion for those.

3) National Legal Database: Is it possible to give a building - Crime in ALL cities? If so, what's the code for it? If not, I'd create a Security (National Legal Database) and give it for free in all cities, like Alcatraz or the Police Academy.

1. It should not matter if they are implemented yet or not.

2. The Holographic Solar System includes a Holographic Earth, which WOULD be beneficial to Aircraft.

3. There is, but its a static property value (like flammability). So I think your better off making a "Goods" building like you mentioned.
 
UnitCombatProdModifiers

See my new XML tutorial on how to refer to the schema for the syntax required for its use... Let me know if you can sort it out from what I've explained there ;)
 
Thanks TB, I really learnd something in your tutorial (I think :P) So lets se if I can get the code for my question...

Code:
<UnitCombatProdModifiers>
     <UnitCombatProdModifier>
          <UnitCombatProd>UnitCombatClass_MELEE</UnitCombatProd>
          <iUnitCombatProdModifier>10</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
     <UnitCombatProdModifier>
          <UnitCombatProd>UnitCombatClass_ARCHER</UnitCombatProd>
          <iUnitCombatProdModifier>20</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
</UnitCombatProdModifiers>

Would this make all Melee trained 10% faster and all Archers 20%?
Why does the <UnitCombatProd> not say "type"?
 
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