Refrigeration / Supermarket

Hey, does the Longevity count for all cities everywhere, or all cities in your civ, or only in the city where it's built ?
(I'm at work, so I can't check myself)
:hmm:
 
Originally posted by AK47
Hey, does the Longevity count for all cities everywhere, or all cities in your civ, or only in the city where it's built ?
(I'm at work, so I can't check myself)
:hmm:

I think it counts for all cities of the nation it build
 
I'm going to use this improvement by checking two boxes:
"Increases food in water" - ok, not quite the same increase as the civ2 equivalent, but at least it's an increase in food output without being too overpowering.
"Increases luxury trade."

I'm thinking of having the marketplace as a pre-requisite rather than the granary.
 
Good idea. I might use something like this.
In the meantime, I know that Longevity +2 is valid for all cities, but does anyone know for sure if this is for all cities you control, or for all cities anywhere in the game ?
 
It's definately all the cities you control. I've just played a game where the Japanese had Longevity, but my cities were only going up by one.
 
Thanks. That's useful.
So you could also use this as a small wonder, with same effect as the Longevity, so all civilizations can get the benefit of having one.

Julo also came up with a good idea: make the Pyramids expire with electricity. And then the Supermarkt can be a wonder that acts as a granary for all cities.
 
OK - I finally figured out how I can make this have some influence on food/city growth.
I'm making a new resource "Food Supplies" (+2 food), which becomes visible on the map when discovering Refrigeration. I'm making it appear in mountains only, so this will give a much needed boost to cities located in mountainous areas.
I'm keeping the Supermarket as an improvement rather than a wonder, and I'll give it +50% luxury output, following R8XFT's suggestion (note that "increases luxury trade" is another one of those flags that only work for 1 single building).
I'll post the "Food Supplies" resource here tomorrow or so.
Ciao!
 
Food Supplies could appear in other areas to to make it possible for cities to actually be built in Deserts, to make Tundra living easier, and to make those Grassland Settlements become towns. It should have a decent appeaance ratio though, so that it'll appear often enough to make towns near mountains have mroe then 2 people in.
 
As promised, here's the Food Supplies resource.
I used a resource.pcx that already existed (don't know by who), but added civpedia icons for it.
 

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A couple of other thoughts of how you could make the supermarket work - make it so that the supermarket does double the city growth rate, but must have the food resource within the city limits.

Another possible use is have the city level 3 accessible via supermarket rather than the hospital.

The other idea that I had was to mod a settler, identical to the settler in the game except that it doesn't reduce the population by 2. Then, mod the game so that the supermarket produces a settler every x number of turns. The player could either join the settler to the city that produced it for an instant increase of 2 population or build a new city. Other variations of this is to make the supermarket produce a "worker" type unit, that increases the population by 1. With both settler-type or worker-type units, you can mod them not to be able to build new cities/colonies, only to join existing ones if that's how you wanted to play it.
 
Another possible use is have the city level 3 accessible via supermarket rather than the hospital.

Hospital would still have to do something. Perhaps Hospital then could:
Produce 1 Happy Face
Lower Pollution slightly (because there's less illness)
Maybe decrease corruption

The player could either join the settler to the city that produced it for an instant increase of 2 population or build a new city. Other variations of this is to make the supermarket produce a "worker" type unit, that increases the population by 1. With both settler-type or worker-type units, you can mod them not to be able to build new cities/colonies, only to join existing ones if that's how you wanted to play it.

Yeah, I was considering something like this. A possible suggestion would be every 20 turns (hopefully to balance it slightly) it'll produce a unit called Company Executive or Corporation Base which would either be able to join city for 1 or 2 people (Attracting new workers for the Company) or be disbanded for decent amount of Shields (The companies work towards the city could cause the production to increase until the company goes bankrupt or whatever to explain it being a one off increase) or could build a Colony (and econmize off it's rescources and bring them back in for your people or something along those lines.). Or they could be produced every 30 turns (well, a large number of turns so you don't get them every ten seconds) and be able to Hurry Production.

Any thoughts on that?
 
Originally posted by R8XFT
A couple of other thoughts of how you could make the supermarket work - make it so that the supermarket does double the city growth rate, but must have the food resource within the city limits.

Unfortunately, the Doubles City Growth flag only works for 1 buidling at a time, so it's already taken by the granary.
 
This is all very interesting. I had added refrigeration in my "Quasar mod" for PTW, but not supermarkets. The benefit of refrigeration was that several new resources showed up (My mod has 66 resources). But it would be an even more powerful advance if we could get supermarkets to be beneficial!
 
would it be possible to set the population cost to 1 and then add that to your city instead, or would this take 1 pop off every 5 turns?

nice work btw AK
 
I think he mean the effect like the wonder "Statue of Zeus" from C3C, this creates an unit every x turns to the city it is build
but this wonder-option only allow you to add units to the city, not population, but maybe you can add a worker every 3 or 5 turns :crazyeye:
 
I like the worker option, and have made this building produce a worker every 10 turns. So far it works well, and players can choose whether to keep the workers or join them to the city.

I have a question related to the earlier discussion on Granaries. If there is more than one improvement in your mod that gives the Granary effect (cuts in half the amount of food necessary for city growth), will only one be useable, or will only one at a time be useable?

Here is an example: In my mod I have Wheat, Corn, Barley, and Rice as resources. I would like to make 4 types of Granaries (Wheat Granary, Corn Granary, etc.), each of which requires one of these grain resources to build. I am hoping that all of them would be useable, but only one could be built per city for the granary effect. (I don't mean that the game would prevent you from building more than one, only that if you built more than one it would give you no more advantage than if you had only one).

Is this possible, or would I need to have only 1 type of Granary in my mod?
 
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