Son of Moose
Warlord
- Joined
- Oct 30, 2005
- Messages
- 157
Here is a list of some of the extra buildings added by Mylon in his excellent mod:
City buildings:
District Bank. +40% gold, +1 merchant specialist slot, cost 300. Requires 3 banks.
Automated Assembly Plant. +5% production, can be built more than once. Requires Robitcs and costs 600 base.
Tree nurseries. Requires guilds and being worked for 40 turns to turn into a full forest.
District Court House. -20% maitenance, +1 culture, requires Courthose. Cost 200.
Sewer System. Cost 200, requires aqueduct, requires civil service, +2 health.
Wastewater Treatment Plant. Cost 250, requires Sewer System, requires industrialism. +2 health.
Townhall. Cost 120, -20% to city maitenance, +1 culture. Prerequisite for a Courthouse.
Mall. Cost 250. +25% gold, +2 merchant slots, +1 happiness, +2 culture.
Hydropnics farm. Cost 400, requires Ecology. +5% food yield.
Park. +1 happiness, +1 health, +1 culture. Base cost of 120, requires Philosophy.
National Park. +1 Happiness, +2 health, +4 culture. Base cost of 250. Requires Nationalism. Requires 3x park per.
City Monument. A fountain, a statue of the city founder, or just some odd piece of modern art, this item provides a piece of identity for the populace of the city. Provides +1 happiness and +1 culture. Base cost of 80.
National Monument. +1 Happiness, +4 culture. Base cost of 200. Requires Nationalism. Requires City Monument x3 per.
Museums. They give +2 culture and +1 happiness, plus +1 happiness per 20% culture rate. Base cost of 120.
National Wonders:
Library of Congress. +50% research, +4 culture. +2 scientist specialist slots. Reqires Mass Media, 6x library. Cost: 400
Internet Backbone. Requires that internet has been built. +2 global happiness, +50% global culture happiness, +25% global gold, 1 of each specialist slot for founding city, +2 great engineer person rate. Cost 750.
Unit:
Travelling Performer. National unit, limit of 1. Generates 10 culture/turn in the city it's stationed, multiplied by that city's culture modifier. Can be used to raise the ethnicities of cities at home or convert enemy cities.
City buildings:
District Bank. +40% gold, +1 merchant specialist slot, cost 300. Requires 3 banks.
Automated Assembly Plant. +5% production, can be built more than once. Requires Robitcs and costs 600 base.
Tree nurseries. Requires guilds and being worked for 40 turns to turn into a full forest.
District Court House. -20% maitenance, +1 culture, requires Courthose. Cost 200.
Sewer System. Cost 200, requires aqueduct, requires civil service, +2 health.
Wastewater Treatment Plant. Cost 250, requires Sewer System, requires industrialism. +2 health.
Townhall. Cost 120, -20% to city maitenance, +1 culture. Prerequisite for a Courthouse.
Mall. Cost 250. +25% gold, +2 merchant slots, +1 happiness, +2 culture.
Hydropnics farm. Cost 400, requires Ecology. +5% food yield.
Park. +1 happiness, +1 health, +1 culture. Base cost of 120, requires Philosophy.
National Park. +1 Happiness, +2 health, +4 culture. Base cost of 250. Requires Nationalism. Requires 3x park per.
City Monument. A fountain, a statue of the city founder, or just some odd piece of modern art, this item provides a piece of identity for the populace of the city. Provides +1 happiness and +1 culture. Base cost of 80.
National Monument. +1 Happiness, +4 culture. Base cost of 200. Requires Nationalism. Requires City Monument x3 per.
Museums. They give +2 culture and +1 happiness, plus +1 happiness per 20% culture rate. Base cost of 120.
National Wonders:
Library of Congress. +50% research, +4 culture. +2 scientist specialist slots. Reqires Mass Media, 6x library. Cost: 400
Internet Backbone. Requires that internet has been built. +2 global happiness, +50% global culture happiness, +25% global gold, 1 of each specialist slot for founding city, +2 great engineer person rate. Cost 750.
Unit:
Travelling Performer. National unit, limit of 1. Generates 10 culture/turn in the city it's stationed, multiplied by that city's culture modifier. Can be used to raise the ethnicities of cities at home or convert enemy cities.
Maybe this might be too much. 


However, it would be "kinda nice" if a few people were willing to play the LITTLE mod in this way.
In many respects, we have now been able to incorporate many of the standard RTS buildings into Civ 4.
].