New Buildings Discussion

@ Hydro: Do you really want 100% :science: at the pedia building? Why then has the National Academic Database only 5%?

@ Mr Azure: While I like the idea, we shouldn't go too much into details with those. I'm on the fence here. While I like the idea of having unique building for those all, I think it could be as well be covered with "+ :science: with tech X". Not sure...
 
I think the Wikipedia should ENABLE the Wikia Stuff, not give it for free.

If it enabled it it would have to be either a National Wonder and not a Great Wonder much like the Manhattan Project or as a Project like the Apollo Program. I have never made a custom Project so I am unsure.

Note that I think you should be able to make it regardless. Possibly even needing say 3 Wikias to make the Wikipedia wonder. (goes to change it).

Here is the code ...

Code:
			<PrereqBuildingClasses>
				<PrereqBuildingClass>
					<BuildingClassType>BUILDINGCLASS_WIKIA</BuildingClassType>
					<iNumBuildingNeeded>3</iNumBuildingNeeded>
				</PrereqBuildingClass>
			</PrereqBuildingClasses>
			<BuildingClassNeededs>
				<BuildingClassNeeded>
					<BuildingClassType>BUILDINGCLASS_WIKIA</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
			</BuildingClassNeededs>

Note that I know it seems backwards but its not like every computer network building needs the Internet Project to be built first. Or should it?
 
Will you do the List that gives "unusual" named tech tags and the techs they are ingame?

I have a better trick. If you look up the tech in my signature under the tech tree and the type in X> and then the number of the column you can search for all the techs in that tech column. Many of the names will be familiar and since the max amount of choices is 10 you are bound to find the tech you want. However if you are still confused look at the requirements of the tech. Most have their own unique combination of requirements so its easy to tell. Just use the civpedia to see what the tech's requirements are.
 
Ok I'm currently making a list of all of my buildings and I saw how many factories and Sport buildings we have :crazyeye:
So I guess it is ok to go in detail with the labs aswell.


Not sure about the Wikia thing. I just want to avoid another "free building X" wonder. Maybe a :science: boost to all Wikia buildings from the wonders?


And here are some hotel ideas I posted a while back: http://forums.civfanatics.com/showpost.php?p=12656934&postcount=412

Do you want to come up with ideas for them?
 
Not sure about the Wikia thing. I just want to avoid another "free building X" wonder. Maybe a :science: boost to all Wikia buildings from the wonders?


And here are some hotel ideas I posted a while back: http://forums.civfanatics.com/showpost.php?p=12656934&postcount=412

Do you want to come up with ideas for them?

1. For this it makes sense to be a free building since its a network. know you hate them but for this I think it works well.

2. As for the Hotels I am still thinking about those and how to best do them.
 
Faustmouse

@Faustmouse

Okay I think I did everything right but got stuck on Building Infos for Wikia

Wikia
Button/Icon: -
Req Tech: Online Community
Req Buildings: Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 3000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +50% :science:
  • +10 Maintenance
  • +25% Production for Organized Leaders

I think everything is right, but got stuck on Building Infos. Attached File Below.

Spoiler :
Code:
<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by lcollins (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Building Infos -->
<Civ4BuildingInfos xmlns="x-schema:MrAzure_CIV4BuildingsSchema.xml">
	<BuildingInfos>
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_WIKIA</BuildingClass>
			<Type>BUILDING_WIKIA</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_WIKIA</Description>
			<Civilopedia>TXT_KEY_BUILDING_WIKIA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_WIKIA_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_WIKIA</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_MMO</PrereqTech>
			<TechTypes/>
			<Bonus></Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_COMPUTERS</Bonus>
			</PrereqBonuses>
			<ProductionTraits/>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus></FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>3000</iCost>
			<iHurryCostModifier>100</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>50</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>-1</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>0.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<BonusCommerceModifiers>
				<BonusCommerceModifier>
					<BonusType></BonusType>
					<CommerceModifiers>
						<iCommerce>1</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
					</CommerceModifiers>
				</BonusCommerceModifier>				
			</BonusCommerceModifiers>
			<TechCommerceChanges>
			</TechCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>			
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound/>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs>
				<BuildingClassNeeded>									
					<BuildingClassType>BUILDINGCLASS_COMPUTER_NETWORKS</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
			</BuildingClassNeededs>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<bPrereqPower>1</bPrereqPower>
			<iPrereqPopulation>6</iPrereqPopulation>
			<Properties>
				<Property>
					<PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
					<iPropertyValue>0</iPropertyValue>
				</Property>
			</Properties>
			<PropertyManipulators>
			  <PropertySource>
			    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
			    <PropertyType>PROPERTY_AIR_POLLUTION</PropertyType>
			    <iAmountPerTurn>0</iAmountPerTurn>
			  </PropertySource>
			</PropertyManipulators>
		</BuildingInfo>
	</BuildingInfos>
</Civ4BuildingInfos>
 
So what's your exact problem?

What I see:
- the building still gives +1 Food. (YieldChanges)
- also -1 :health:
- the +10% maintenance is missing
- the 25% faster for Organized Leaders is missing
- the tag is COMPUTER_NETWORK without S IIRC
- if you delete something, delete the whole tag (IE: BonusCommerceModifiers). Basic tags can be kept like "Bonus". But then, type either "NONE" in the tag (if type-tag; IE "FreeBonus") or "0" (if integer tag).

As for the properties, I usually delete them if I don't need them.

Try to solve the "mistakes" by yourself :goodjob:
Once you think you finished all, copy the whole "MrAzure" Folder into your game copy in the "Modules" folder and start the game. If there are XML error (like COMPUTER_NETWORKS", it will tell you. If you did something wrong with the tags, there will be a LoadXML error. Note that both isn't critical for YOUR game. If there wasn't a loadnig error, look in the civpedia for your building and check if it is doing what it is supposed to be doing.

Also, a good hint is to use a building as template, that do what you want your building to do.
 
@Faustmouse

--Buildings--

Kevlar Factory
Button/Icon: -
Req Tech: Manufacturing
Req Buildings: Factory
Req Resources: Chemicals and Oil Products
Req City Size: 6
Cost: 1150
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

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

---

Graphene Factory
Button/Icon: -
Req Tech: Graphene
Req Buildings: Factory
Req Resources: Graphite
Req City Size: 6
Cost: 4250
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

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

---

Molecular Biology Lab
Button/Icon: -
Req Tech: Molecular Biology
Req Buildings: Biology Lab AND Chemistry Lab
Req Resources: -
Req City Size: 13
Cost: 1150
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • -15 :gold:
  • +5 :science:
  • +2 :health: with Molecular Medicine
  • +2 :gold: with Biomaterials
  • +2 :science: with Biological Warfare
  • +2 :science: with Advanced Molecular Biology
  • +5 :science: with Genesis Biology
  • +10 :science: with Bioinformatics
  • Can turn 1 Citizen into Scientist

---

Enzymes Lab
Button/Icon: -
Req Tech: Molecular Biology
Req Buildings: Molecular Biology Lab AND Microbiology Lab
Req Resources: -
Req City Size: 13
Cost: 1150
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Produces 1 Enzymes
  • -15 :gold:
  • +5 :science:
  • +2 :health: with Molecular Medicine
  • +2 :gold: with Biomaterials
  • +2 :science: with Astrobiology
  • +2 :science: with Gene Manipulation
  • +5 :science: with Genesis Biology
  • +10 :science: with Bioinformatics
  • Can turn 1 Citizen into Scientist

---

Change the following existing buildings ...

Fatty Acids Factory
Req Buildings: Factory AND Molecular Biology Lab
Req City Size: 13

---

Proteine Lab
Req Buildings: Molecular Biology Lab AND Microbiology Lab

---

Nucleic Acid Lab
Req Buildings: Molecular Biology Lab AND Microbiology Lab

-----

You may also want to consider tweaking you Biopunk buildings.

--Resources--

Graphite
Reveals: Steam Power
Enables: Steam Power

---

Graphene
Reveals: Graphene
Enables: Graphene

---

Kevlar
Reveals: Manufacturing
Enables: Manufacturing

---

Enzymes
Reveals: Molecular Biology
Enables: Molecular Biology

---

Thanks! :goodjob:
 
Thanks!

I will also change the Protein Lab and the Nucleic Acid Lab to get +2% :science: with enzymes.

Edit: I thought about it and I think we don't need the Enzyme Lab. This would be too specific. I will move the Enzyme Resource to Molecular Biology instead.
 
I just noticed the Madder and Marsh Mallow plantations. Both of these have been available in England since before the Middle ages so I think their vicinity requirements may be a bit off (Tea and Sugar). The first is also a dye (red) so it should probably provide dye rather than flowers.
 
Thanks!

I will also change the Protein Lab and the Nucleic Acid Lab to get +2% :science: with enzymes.

Edit: I thought about it and I think we don't need the Enzyme Lab. This would be too specific. I will move the Enzyme Resource to Molecular Biology instead.

1. Ok.

2. Ok. But your keeping the Protein Lab and the Nucleic Acid Lab? Or should they also jut be considered in the Molecular Biology Lab? I am thinking we probably should since those are so specific to have their own labs. Note that if one lab has some bonus that the Molecular Biology Lab doesn't have we could always just add that to it.


I just noticed the Madder and Marsh Mallow plantations. Both of these have been available in England since before the Middle ages so I think their vicinity requirements may be a bit off (Tea and Sugar). The first is also a dye (red) so it should probably provide dye rather than flowers.

Marsh Mallow was Sugar for the sweetness and Henna for the Flower. Madder is Indigo for the dye property and Tea since its a tree. In short most of the good choices are already taken and England specifically doesn't have that many C2C map resource. Note that Marsh Mallow was also used by the Egyptians and indigenous to Africa. Madder traces back to India (where tea also was).
 
2. Ok. But your keeping the Protein Lab and the Nucleic Acid Lab? Or should they also jut be considered in the Molecular Biology Lab? I am thinking we probably should since those are so specific to have their own labs. Note that if one lab has some bonus that the Molecular Biology Lab doesn't have we could always just add that to it.

Yes I'd like to keep them. They are more diverse like Dryerwasher and Dish Washer Factory. Or Laser Tag Arena and Paintball Arena...
 
@Faustmouse

1. Do you have the icon/buttons for the new resources so I can add them to my FPK?

2. Also you have the Digital Globe and Holographic Solar System with the same icon/button.

1. Already uploaded in the resource ideas thread.

2. Oh, I think Mr Azure did them (or maybe it was me :crazyeye:) . I haven't had a look. I'll make a new button tomorrow.
 
1. Already uploaded in the resource ideas thread.

2. Oh, I think Mr Azure did them (or maybe it was me :crazyeye:) . I haven't had a look. I'll make a new button tomorrow.

I made both lol, look in the art folder I uploaded.
 
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