Omnifactory and Crafted Resources

Vokarya

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I want to make some changes to the Omnifactory. When I designed it, its purpose was to provide a copy of every manufactured resource that was available at the time. However, this results in a LOT of bullet points. I think some changes to both resources and the Omnifactory itself will clean things up.

Glassware: When it first appears, Glassware is a luxury good and gives +1 :). Later on, it becomes a requirement for a few buildings. What I currently think is that there is so much happiness available in the late game that it would be appropriate for Glassware and the Glassmith to go obsolete at Manufacturing. This lops one point of happiness off the top end of the happiness curve.

The only problem is that this cuts the legs out from underneath the Crystal Palace, because losing access to a resource completely cuts off any buildings that require it. The only other buildings that require Glassware are the Alchemist's Lab, which was replaced by the Laboratory in the Renaissance, and Copernicus' Observatory, which is obsolete at Radar in the late Industrial. The regular Observatory is not affected because Glassware only speeds up its construction.

So instead of Crystal Palace giving +2 culture from Specialists, I am going to have it give +1 free Specialist in all cities until it goes obsolete. This makes it powerful but relatively short-lived by Wonder standards (mid-Industrial to early Modern). The only other Wonder that grants free global specialists is Terra Computer.

Paper: Paper as a resource exists in AND so that Paper technology would not be a one-trick-pony tech due to spinning off the map abilities to Cartography. The Paper resource provides only a +50% construction speed bonus to certain scientific buildings. The University is the most expensive building that can be boosted by Paper, and even it is cheap compared to any Modern or Transhuman Era building. If you have a new city in those eras, then you probably have more important things to build or you have other ways (especially Freight) to get things built.

So the adjustment here is to make Paper go obsolete in the Modern Era at Networking. I think a computer-related tech is most appropriate.

With these two resources going obsolete, the Omnifactory does not have to produce these resources at all.

These are two of the easy ones. I want to look at possibly cutting out the necessity of having Omnifactory produce Steel and Aluminum as well if Durasteel can substitute for them anywhere it might be necessary.
 
The third resource I figured out how to pull off is Vulcanized Rubber. At that point in the game, Vulcanized Rubber is almost obsolete. Its uses are:
  • Motorcycle and Jeep, both of which are replaced by Rover
  • Motorized Infantry (an upcoming change), which is replaced by the ACV
  • Anti-Air Halftrack and Mobile SAM, which are replaced by the ACV SAM
  • ACV and ACV SAM, both of which can substitute Durasteel for the Vulcanized Rubber
  • Expressway, which can substitute Oil Products for the Vulcanized Rubber
  • Armored Car, which has upgraded to several tank units
  • Ultimate Soldiers, which is also nearly obsolete unless you really want the +15% unit production. The +4 XP you get from the Ultimate Soldiers Trainer is equal to the +4 you can get from a Holographic Combat Simulator. Ultimate Soldiers just gives you a quick-start to that XP without wrecking the top of the curve.
So Vulcanized Rubber still underpins Ultimate Soldiers, but isn't necessary for anything else. Since I don't want Corporations to get unduly boosted by too many manufactured resources, I think this is a good cut.
 
I ran into a snag trying to remove Steel from the Omnifactory. The problem is ships; for any given unit, the XML code allows one mandatory resource requirement and one resource requirement that allows choices. Most modern ships spend their alternate resource requirement on their fuel: Oil Products OR Uranium, leaving Steel to fall into the mandatory slot. With the minimum techs and resources needed to build an Omnifactory, but no Iron or Steel, you have a really weird selection of ships available: Fusion Transport and Fusion Submarine are available, but everything else collapses all the way back to Galleass and Caravel. So Steel resource should stay.

Aluminum proved to be an easier cut. The units that require Aluminum are Modern Era land or air units that can't be powered by Uranium. Only Oil Products will suffice. So they can spend their mandatory slot on Oil Products and their alternative slot is available for Aluminum OR Durasteel. With all of those requirements satisfied, Aluminum can come off the Omnifactory as well.
 
Would it be possible to change the entry in the building tab to say "provides one of each resources" ? I agree on removing useless resources, but a interface change would also be welcome
 
Would it be possible to change the entry in the building tab to say "provides one of each resources" ? I agree on removing useless resources, but a interface change would also be welcome
That would require dll modding.
Plus it would affect other buildings too that provide resources.
 
I wouldn't want Omnifactory to produce every single resource. I think that would cause too many problems with natural resources.

What I would like is a "building bonus override" XML tag that would mean presence of this building means you ignore resource requirements. Something similar exists for units that require a building, but there are options for a <TechOverride> or <EraOverride> that let you remove those restrictions. We don't use building restrictions that much, so there isn't really a use for those tags at the moment.
 
Happiness curve? Ehm. I remember "fondly" a game, in which I wanted to win the game only via city-culture swap. I didn't choose Hive because of -33% but superhuman. My city sky-rocket with population, but I struggled very very hard to get the cities happy again - even with the Omni factory. While I agree resourcen spam isn't really great - overview is an issue in RoM, but happiness don't look like an issue to me. I think on my last nearly completed game happiness was still an issue with Hive. If anything I would nerf "no pollution" civics and stuff (to half or something), because it makes your cities incredible powerful - could be inteded though coz Future!
 
In terms of data, Vokarya, you want to give a building (Omnifactory) a quality that makes it sufficient to a given resource requirement on any unit or structure? Is this for units being made in the Omnifactory city, or units everywhere?

So the form of this tag would be a list of all the resources you had in mind, under the Omnifactory's table entry?
And refresh my memory... resources in Civ4 enable units and structures and speed up others? Those are the two things resources do (apart from being traded)?
 
I wouldn't want Omnifactory to produce every single resource. I think that would cause too many problems with natural resources.

What I would like is a "building bonus override" XML tag that would mean presence of this building means you ignore resource requirements. Something similar exists for units that require a building, but there are options for a <TechOverride> or <EraOverride> that let you remove those restrictions. We don't use building restrictions that much, so there isn't really a use for those tags at the moment.

Let me understand: do you need a UNIT tag? Something that acts on units like <TechOverride> or <EraOverride> do ? It shouldn't be too hard, I suppose. Just to make sure: if Omnifactory is available, you want some units to be built without ANY resource requirement: is this correct?
 
In terms of data, Vokarya, you want to give a building (Omnifactory) a quality that makes it sufficient to a given resource requirement on any unit or structure? Is this for units being made in the Omnifactory city, or units everywhere?

I suppose the "building bonus override" should be city-specific, which means if the city has the omnifactory, units can be built in that city even if some (or all?) needed resources for that unit aren't available in that city. Vokarya, correct me if I'm wrong please.
 
That is what I was intending. Possessing an Omnifactory means you can build anything in that city without regard to resources. However it's very late in the game so I don't think it would be a game-breaker.

Getting to the Omnifactory requires a substantial resource pyramid. You have to have both Nanobots and Replicators. Replicators require Chemicals, which in turn requires Coal or Oil or Oil Products. Oil Products in its turn requires either Oil or the Biofuel Refinery (or the Shale Plant for Japan only). Nanobots requires Nanotubes which requires Coal or Oil or Methane Ice.
 
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