Playing with Style: Of Fabrics and Fashion

Chinese American

Hamtastic Knight
Joined
Aug 23, 2001
Messages
432
Location
Chinatown, USA
Playing with Style: Of Fabrics and Fashion

Rant:
One disappointment with the Civ series is the glaring omission of the invention of clothing and fabrics and their related fields and applications. You walk into any mall, department store, or shopping district, you'll see that most of the stores sell clothes. Clothes and fashion are critical to development of human societies and cultures, yet so undeservedly neglected in this classic game series.

Remedy:
I propose a mod or project to showcase the importance and utility of clothes, fabrics, and fashion. Even stretch that idea to include our human tastes and striving for beauty.

Resolution:
New and modified techs, units, buildings, improvement bonuses, corporation, etc. Also a daring (possibly infeasible) method to alter our civ's appearance, which may also have some effect in diplomatic relations.

Content:
So far I have created or modified these:

Resources:
Cotton - new - luxury - 0/0/1 - Plantation + 0/0/3

Techs:
Fabrics - new - ancient era - starter tech - Plantation yields +1 commerce (due to silk and dyes and new resource cotton)
Fashion - new - renaissance era - prereqs Fabrics and Aesthetics - Plantation yields +2 commerce
Plastic Surgery - new - modern era - prereqs Medicine and Aesthetics - +1 Happiness with Hospital and Broadcast Tower

Units:
Paratrooper - modified - prereqs Flight, Rifling, and Fabrics (instead of Fascism)
Hot Air Balloon - new - prereqs Chemistry and Fabrics - 20 hammers - air unit, only for defense, can recon, range 4 - upgrade to Airship

Buildings:
Shipyard - new - prereqs Sailing and Fabrics - Can only be built in a coastal city - Builds water units +34% faster, Free Navigation I promotion for naval units built in this city - obsoleted by Steel

Corporations:
HSY Designs - new - prereqs Fashion and Mass Media - Great Artist - silk, dyes, cotton (new) - +0.5 Production, +4 Culture per resource

Other Tentative Ideas:
change your civ's style (e.g. European, Asian, etc.)
effect on diplomacy (e.g. same style bonus)


Do you have any comments or other ideas?
 
fortunately BtS comes with Rhys and Fall, which added the cotton resource. So we can reuse their files. the font was the trickiest part that took me a while to figure out. new XML files are still necessary since it's not part of base BtS. anyway it's working now and we can create the cotton resource as we want.

New corporations is an issue because the interface can't handle extra corps. so i have to write or borrow code to fix the GUI.

and of course we need new images. any help is appreciated. otherwise i'll have to scour the BtS files to find the most suitable images.
 
Thanks. I will check out RI.

I thought about making Sailing require Fabrics. I might still do that since Fabric kind of stays around unresearched for too long.

Actually I was more interested in granting sailing ships extra movement, but not modern ships that don't use sails. Hence the shipyard building that grants a movement promotion and is obsoleted by Steel, which allows you to build Drydock.

What do you think about this Fashionable leader trait? good? bad? (cf. Financial, Creative)
  • +10% gold
  • +25% culture
  • Doubles production of Fashion House (new building, see below)

Fashion House (mix between Theatre and Market)
  • +10% gold
  • +25% culture
  • Can turn 1 Citizen into Artist
  • Requires Fashion

Basically pushing this toward a cultural victory, with some wealth on the side.
 
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