New Content for New Techs

The Publishing House is a second new building available at Journalism. This is a twin to the Press Agency: it costs the same as the Press Agency and provides +10% :culture: like the Press Agency, but instead of +10% :espionage: and reducing war weariness, it provides +10% :science: and +1 :) with Dye. This is probably the building I am the most suspicious of, because I don't know for sure how much of an impact +10% :science: across the board will have. The reason I want this building is because I don't want any technology to be just a one-trick-pony. I've made a list of all the technologies that do have only one good trick or less attached to them, and I'm working on some ways to fill them out.

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For this building's artwork, I gave the Press Agency a new building from the Industries pack and gave the Publishing House the Press Agency's building, which is the same as the English Stock Exchange.

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In this screenshot, the Press Agency is the Daily Planet-type building in the center, and the Publishing House is the building off to the left.
 
The Crystal Palace is one of the two Wonders that comes available at Imperialism. The Palace is a combination of Taj Mahal and Sistine Chapel; it starts an immediate Golden Age and then gives +2 :culture: per Specialist.

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I was able to find an animated movie and building model for this, so it does get the full graphics experience. I had to play around with the building model a little to get it to work. If it seems too large, let me know and we can bring it down.

The only problem we may run into with this Wonder is that it is possible to score two Golden Ages in quick succession by building Neuschwanstein and then following it up with Crystal Palace, since the Realism tech is now in the Industrial Era. We may have to find a new ability for Neuschwanstein. I think a Golden Age perfectly fits the height of the Victorian Era and the Crystal Palace is the symbol of that.
 
The other Imperialism Wonder is the Reichstag. I feel like there should be a regular building or civic here, but I can't think of anything else, and I really want to have more than one new thing associated with each of my new techs, so this is what I decided to put here.

This is a direct conversion of Platyping's Reichstag. It provides +1 free Spy specialist in the building city, but most importantly, it starts a Golden Age whenever you get a new Vassal.

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The Reichstag is, for the moment, the only Wonder that I am going to create that uses Python. You can create much more varied effects with Python than you can with just XML, but these need to be used carefully because the AI is not aware of the effects generated by the Python code. I have noticed that the AI will build available Wonders regardless of their effects (I have seen the AI build a Wonder that I put in as a skeleton with no real effects, just because it could) and if the effect is global enough, then it doesn't matter how the AI places the Wonder. For this to work, the effect should be something that either triggers immediately on building, or goes along with what the AI would do normally (so it will accept capitulations and get the Golden Age as a side effect, where a human player would be able to weigh the Golden Age as part of the decision to accept capitulation or vassalage).

The Golden Age triggers immediately on another civilization becoming a vassal, and it should stack with itself:
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There are ways I can think of to modify this effect if it becomes too powerful. This is one that will need playtesting.
 
I myself am very fond of warmongering and beating down my neighbors until they have one or two cities left then offering a capitalization to them, and so I often end up with a number of vassals before the game ends. I enjoy getting the AI to be my little pets quite a bit :lol:

In my previous game while playing as Japan, I had BarbCivs and Revolution components enabled and prior to the Industrial Era, I had Alexander, the Portugese, three barbarian-evolved civs, two revolution-spawned AI's, a conquered civ that I offered a "last chance" to, and two additional AI's (Portugal and Rome) who both came crawling to me for no apparent reason to vassalize.

That would be a lot of Golden Ages :lol:


Also a question: When granting an oversee colony it's independance, would that trigger the Golden Age too? Like if you sailed a settler/pioneer/etc onto a worthless tundra tile in the far reaches of nowhere then granted it independence would that sart a golden age?
 
I myself am very fond of warmongering and beating down my neighbors until they have one or two cities left then offering a capitalization to them, and so I often end up with a number of vassals before the game ends. I enjoy getting the AI to be my little pets quite a bit :lol:

In my previous game while playing as Japan, I had BarbCivs and Revolution components enabled and prior to the Industrial Era, I had Alexander, the Portugese, three barbarian-evolved civs, two revolution-spawned AI's, a conquered civ that I offered a "last chance" to, and two additional AI's (Portugal and Rome) who both came crawling to me for no apparent reason to vassalize.

That would be a lot of Golden Ages :lol:

Yes, it would. That's why we need to test this. It does only apply to new vassals, so if you really want to abuse it, you need to hold off warmongering until the middle of the Industrial Era.

Also a question: When granting an oversee colony it's independance, would that trigger the Golden Age too? Like if you sailed a settler/pioneer/etc onto a worthless tundra tile in the far reaches of nowhere then granted it independence would that sart a golden age?

I don't actually know. I've never worked with the colony mechanic before. I don't know if the code that creates a colony triggers the vassal state function that the Reichstag uses. It's another thing to test.
 
Modern Art gets a couple different benefits. It grants all Theatre (including the Pavilion and Hippodrome UB's), Art Gallery, and Artists Guild +2 :culture:. It steals Cristo Redentor from Radio--I felt Cristo Redentor fit Modern Art better than Radio and Radio has enough stuff without it. The Bauhaus School is the other thing that I thought would fit very well with the whole Modern Art tech, as my purpose with that technology is to get all the different art movements (that wouldn't be able to support enough content for individual technologies) under one umbrella tech.

The idea here is that the Bauhaus School combines form and function, giving +2 :hammers: to Artist specialists and +2 :commerce: to Engineer specialists. I would have preferred to give +:culture: to Engineers, but the XML currently doesn't allow that. It allows granting yield (:food:, :hammers:, :commerce:) bonuses to individual Specialists, and commerce (:gold:, :science:, :culture:, :espionage:) bonuses to all Specialists, but not commerces to individual types. It seems like a weird omission in the XML to me.

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There is no building model for Bauhaus School, and I am not really capable of making one. There is also no animated movie; this one just gets a still movie. The bonuses at +2 might be too powerful; if necessary, we can reduce them to +1. I feel Specialists could use some benefits toward the end of the game and that's something that I think is very appropriate to Wonders.

Another ability that I considered was giving a Great Artist the ability to build Bauhaus School the same way a GArt can build Heroic Epic or National Epic; I left it out for now to keep Bauhaus simple for testing. I think we may want to look at the assignments of Wonders to Great People down the line. I'd like to do some work on evening out the Great People and their abilities (for example, I feel Great Spies right now are far too rare).
 
Bauhaus school sounds too strong. Just + 2 :hammers: on artist is enough imo.

We will try it at +2; if it's too powerful I will drop it down to +1 for both, but it needs to benefit both types of Specialist. The point of Bauhaus School is that it is a benefit to both form (the Artist) and function (the Engineer), and completely removing the benefit from one type of specialist loses that.
 
+1 :hammers: to artists seems more reasonable.

Honestly, I always thought that late game engineers are underpowered compared to the other specialists, especially with the enormous quantity of new stuff to build.
Would it be possible to give them an extra +1 :hammers: at, say, Steam Power or Assembly Line?
 
+1 :hammers: to artists seems more reasonable.

Honestly, I always thought that late game engineers are underpowered compared to the other specialists, especially with the enormous quantity of new stuff to build.
Would it be possible to give them an extra +1 :hammers: at, say, Steam Power or Assembly Line?

I want to try it at +2 :hammers: first and see what happens. I feel like it doesn't seem wondrous enough at +1. That might be just my perspective.

Adjusting specialists with techs is something that I want to do but doesn't look possible at the moment with the current XML. I'd like to have specialists gain bonuses to keep pace with improvements, which get a small number of bonuses at certain techs in regular BTS and many more bonuses in AND.
 
The Advertising Agency is available at Propaganda. This is a pretty simple building: +10% :gold:, +10% :culture:, 1 Artist slot, 1 Merchant slot. It does require something to get the word out: a Press Agency or a Broadcast Tower or a Communications Tower. I set it go obsolete at Androids because that is where the Post-Scarcity civic appears and I think by then advertising will be so transformed that the Agency itself is obsolete; thus, no Network Node requirement as you should have Androids long before you reach Terra Computer.

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The building model is Realism Invictus's Fashion Designer. I think it makes a great Advertising Agency as well. The button is my own.
 
Madison Avenue is the Wonder-sized version of the Advertising Agency. It becomes available at Consumerism. It provides a free Advertising Agency in every city, 2 Artist and Merchant slots, and +2 :commerce: from all Artist and Merchant specialists; again, this is the first draft and I want to test it at +2 but will take it down to +1 if necessary. Once we get to testing this, I would really like to see before-and-after calculations to see how much of an impact this has.

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The building model is Realism Invictus's Electronics Facility. I thought it made an excellent office-type building for Madison Avenue.

If it turns out to be too strong, we could move Madison Avenue up to Globalization. I currently have the Shopping District at Consumerism and would like to move a few Corporations to Consumerism as well.
 
Madison Avenue is the Wonder-sized version of the Advertising Agency. It becomes available at Consumerism. It provides a free Advertising Agency in every city, 2 Artist and Merchant slots, and +2 :commerce: from all Artist and Merchant specialists; again, this is the first draft and I want to test it at +2 but will take it down to +1 if necessary. Once we get to testing this, I would really like to see before-and-after calculations to see how much of an impact this has.

That'd be a great Wonder to run along side the Sistine Chapel :lol:
 
I want to try it at +2 :hammers: first and see what happens. I feel like it doesn't seem wondrous enough at +1. That might be just my perspective.

Adjusting specialists with techs is something that I want to do but doesn't look possible at the moment with the current XML. I'd like to have specialists gain bonuses to keep pace with improvements, which get a small number of bonuses at certain techs in regular BTS and many more bonuses in AND.

Since buildings/wonders can modify specialists' yields,would it be possible to make it so that when a certain tech is discovered, it gives a free invisible building in every city that gives the wanted bonus to the specialist?
e.g. when Steam Power is discovered, all cities receive this invisible building that gives +1 :hammers: to Engineers.
Or would this become too convoluted and make the turntimes too long?

p.s. my real problem with the +2 :hammers: to artists is that a normal engineer has that same yield, and honestly to me an engineer must be way more productive than an artist, Bauhaus or not ;)
 
Thunderbrd recently added specialist yield stuff for c2c. I don't know if it is similar or not, as in, if its helpful for you.. here you go.

http://forums.civfanatics.com/showpost.php?p=12383916&postcount=1

LocalSpecialistYieldChanges: By indicating a specialist type, and a yield volume, you make all local specialists of the defined yield adjust their yields based on the presence of this building.

We've had this on a national level since I have no idea when but the difference here is LOCAL - so it only affects the city in which the building is built. I'd have preferred to rename the tag we already have so that it states National but that could have a lot of unforeseen consequences now that its put in use in a number of places already so I broke some naming convention and simply indicated 'Local' for this tag, which should be the default anyhow.

It was mainly with DLL I think, pretty sure it was Revision: 5297
 
Since buildings/wonders can modify specialists' yields,would it be possible to make it so that when a certain tech is discovered, it gives a free invisible building in every city that gives the wanted bonus to the specialist?
e.g. when Steam Power is discovered, all cities receive this invisible building that gives +1 :hammers: to Engineers.
Or would this become too convoluted and make the turntimes too long?

p.s. my real problem with the +2 :hammers: to artists is that a normal engineer has that same yield, and honestly to me an engineer must be way more productive than an artist, Bauhaus or not ;)

I think invisible buildings would be a little strange. I don't really care for auto-buildings (leaving out the available for free on X or later start). Plus, the local specialists thing seems too convoluted to be useful other than for this purpose - normally you can get what you want with a +X or +X% yield or commerce bonus. I'd rather see the code that gives improvements +X yield at certain techs and gives buildings +X commerce at certain techs adapted to benefit specialists; I think that would be much more straightforward.
 
[...]I'd rather see the code that gives improvements +X yield at certain techs and gives buildings +X commerce at certain techs adapted to benefit specialists; I think that would be much more straightforward.

That sounds quite reasonable actually! Of course that requires DLL and python magic...
 
How about adding at least two machine gun units from different eras ? First could be first gatling gun/WWI - era gun and latter naturally mg 42 or similar.

Mg 42 was ahead of it's time and i think there is room for at least two machine gun units in this great game.
 
How about adding at least two machine gun units from different eras ? First could be first gatling gun/WWI - era gun and latter naturally mg 42 or similar.

Mg 42 was ahead of it's time and i think there is room for at least two machine gun units in this great game.

Let's save that for later (I plan on a future thread for revising units), but I agree with you. I would like to have the Gatling Gun at Repeating Weapons (where the Machine Gun is now) and then the true Machine Gun at Automatic Weapons. They may be a bit close together, but you do have to get through Artillery and Industrialism to get to Automatics.
 
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