Request feedback for work in progress

Yaser

Chieftain
Joined
Sep 27, 2019
Messages
15
So, I've put down a few days of work on my mod, and would love to see if there is any interest in it, or if I'm wasting my time.

This is an open invitation to take a look at the concept and initial implementation and respond with a comment.

The mod is designed with Deity difficulty and Marathon speed in mind.

*yasergames.com/index.php/2nd_try_2019-09-27
 
Iv'e done some more work on it:

http://yasergames.com/index.php/2nd_try_2019-09-27

Didn't get any response previously.

I uploaded the code i wrote for half the Tradition tree.

This is a lot more complicated and takes a lot more time than expected, but it was fun to formulate.

If I am the only one liking it, I will spend no more time on it.
 

Attachments

You won't get any feedback if you can't even be bothered to explain your own mod.
 
I have listed changes to the policy tree so they are more distinct in how they shape the empire. The bonus they provide is dependent on certain buildings being built, and those buildings are also built faster. All buildings will have their cost increased by 50%, but have that total 150% reduced to 75% with the appropriate policy. Each buildings will have a lot of different ways that it can be buffed depending on what policy is selected.

For example, the basic market will provide:
+1 food with Tradition
+1 Happiness with Liberty.

Library will provide:

+1 Culture, +1 Happiness with Tradition,
+1 Culture, +2 science, +1 Faith and no maintenance with full Piety.

This will create inflation, but other concepts will address that.

Maintenance cost will be increased for both buildings and units. Cities will be made stronger, so larger armies will be required to take down cities, and more of them will die in the process.

There will be different concepts for military offensive and defensive capabilities, as well as different ways to cope with an increased maintenance cost.

Tradition
Tradition will have a slight boost to producing military units. They will have enough extra gold from their basic buildings to have them afford one or two military units per city. They will also have extra culture from Forts, so Forts will be worth spamming. The aim is to make Tradition build a lot of forts, and afford having military units move around in their own territory to defend it. No discount to upgrading units.

Liberty
Liberty will have almost crippling nerfs to buildings units, but considerable discounts to buying units. Free citizens do not accept conscription, but having a strong enough infrastructure, they will themselves build militias that the ruling class can buy as mercenaries at a discount. Eventually, with strong enough economy, it will be able to afford having a huge offensive army, but lack the will to fight prolonged wars outside of their borders unless other social policies take hold. There will be no incentive to build forts, but units stationed in cities will require no upkeep, since the people pay for their own defense. Small discounts to upgrading units.

Honor
Honor will receive considerable boosts to battle efficiency and effects. They will have a considerable discount to producing military units, as that is a part of their culture. The units need to be financed through constant war and (greatly boosted) looting, so engaging in war will be lucrative, while being passive will eventually ruin the economy. Small discounts to military upkeep, large discounts to upgrading units.

Piety
Piety will have a culture that promotes sacrifice, increasing combat efficiency and considerably lowering maintenance costs. Upgrade costs will be slightly increased, as the soldiers and cultures are less interested in the material side of life and more to the altruistic side. Normal build speed.

Each tree will have their opening tier have some benefit and some considerable drawback:

Tradition

Adopting Tradition indicates that a civilization has dedicated themselves to their land, and have directed their efforts to cultivate it. The leaders establish a social system that provides security and basic needs but in turn stifles free trade and thought. There is a cost and reluctance associated with maintaining this order, so expansion with maintained order has its challenges.

  • Free unit: 1 Worker
  • Free maintenance cost for 1 unit.
  • Granary: +1 culture (base 0), +100% construction rate.
  • Each city you found will increase the Culture cost of policies by 10%.
Liberty
Adopting Liberty indicates that the citizens have rejected a centralized leadership. In order to do so, they had to take the cost and responsibility of their personal protection in their own hands. Being no longer forced to obey a ruler, the entire world is theirs to explore, discover, settle and profit from.
  • Free unit: 1 Scout
  • Free maintenance cost for 1 unit.
  • 1 science in each city
  • Unit Maintenance cost reduced by 10%.
  • 2 gold in each city
  • Caravansary: +1 culture (base 0), +100% construction rate.
  • -25% Production towards Military Units.
  • -10% attack for all military units.
  • All workers are automated.
Honor
The opener signifies that the civilization is being incentivised to war, and they are preparing to direct the economy and production of the society to answer that call. This increased stress in the society causes a decrease in happiness.
  • +1 gold in each city
  • Barracks: +1 culture (base 0 culture, 3 maintenance), +100% construction rate
  • Military Units gain 20% more Experience from combat.
  • Free unit: 1 Warrior
  • Free maintenance cost for 1 unit.
  • +10% Unhappiness from Citizens in non-occupied Cities
  • Notifications will be provided when new Barbarian Encampments spawn in revealed territory
  • +25% Production when training Melee units
Piety

Adopting piety signals that the society is directing it's resources towards a centralized form morality.

Religions generally imprint a concept of self-sacrifice for either the group at large or for the afterlife of the individual. This expectations can have a toll on the individual, and citizens who have not accepted the tenets of the faith will feel unhappy about the restrictions. A lack of attention to maintaining the culture while demanding piety from the population can have a destabilizing effect.

*Shrines: +1 Culture, +100 construction rate.
*+1 culture in each city
*+1 faith in each city
*Palace provides +1 Culture, Faith, Gold, Production, and Science
*-5% happiness from Citizens in non-occupied Cities
*-5% Production in cities when constructing Buildings (including Wonders)


Much more information available here:

http://yasergames.com/index.php/2nd_try_2019-09-27
 
Last edited:
Well, this means that only the default Shrine and Temple from within their respective classes will be affected, since the table is Building-Specific rather than being a Building-Class Table:
Code:
	<Building_YieldChangesPerReligion>
		<Row>
			<BuildingType>BUILDING_SHRINE</BuildingType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<BuildingType>BUILDING_TEMPLE</BuildingType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>2</Yield>
		</Row>
	</Building_YieldChangesPerReligion>
Also, "Yield" in this table is not specified as you are doing. It is a percentage of a yield, so "100" is +1 yield.
Code:
	<Building_YieldChangesPerReligion>
		<Row>
			<BuildingType>BUILDING_CANDI</BuildingType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>200</Yield>
		</Row>
	</Building_YieldChangesPerReligion>
---------------------------

Here you have whoops because you forgot you need the Building-Class designation in the table:
Code:
	<!--********** Aqueduct ************-->
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_LANDED_ELITE</PolicyType>
			<BuildingClassType>BUILDING_AQUEDUCT</BuildingClassType>
			<YieldType>YIELD_FOOD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>

	<!--********** Stable ************-->
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_LANDED_ELITE</PolicyType>
			<BuildingClassType>BUILDING_STABLE</BuildingClassType>
			<YieldType>YIELD_FOOD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>

	<!--********** Windmill ************-->
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_LANDED_ELITE</PolicyType>
			<BuildingClassType>BUILDING_WINDMILL</BuildingClassType>
			<YieldType>YIELD_FOOD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>
Your other entries in the table are correct within the same file in that they are using Building-Class designations.

----------------------------

Here you've not only forgotten you need to designate by Building-Class but you've invented Building "Types" that don't exist:
Code:
	<!--********** Walls ************-->
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_ARISTOCRACY</PolicyType>
			<BuildingClassType>BUILDING_WALLS</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>2</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>
	
	<!--********** Constabulary ************--><!--
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_ARISTOCRACY</PolicyType>
			<BuildingClassType>BUILDING_Constabulary</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>2</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>

	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_ARISTOCRACY</PolicyType>
			<BuildingClassType>BUILDING_Constabulary</BuildingClassType>
			<Happiness>2</Happiness>
		</Row>
	</Policy_BuildingClassYieldChanges>

	<Policy_BuildingClassProductionModifiers>
		<Row>
			<PolicyType>POLICY_ARISTOCRACY</PolicyType>
			<BuildingClassType>BUILDING_Constabulary</BuildingClassType>
			<ProductionModifier>100</ProductionModifier>
		</Row>
	</Policy_BuildingClassProductionModifiers>

	--><!--********** Police station ************--><!--
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_ARISTOCRACY</PolicyType>
			<BuildingClassType>BUILDING_Police</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>2</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>

	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_ARISTOCRACY</PolicyType>
			<BuildingClassType>BUILDING_Police</BuildingClassType>
			<Happiness>2</Happiness>
		</Row>
	</Policy_BuildingClassYieldChanges>

	<Policy_BuildingClassProductionModifiers>
		<Row>
			<PolicyType>POLICY_ARISTOCRACY</PolicyType>
			<BuildingClassType>BUILDING_Police</BuildingClassType>
			<ProductionModifier>100</ProductionModifier>
		</Row>
	</Policy_BuildingClassProductionModifiers>-->
Which is why you had to comment those sections out. Capitalization and Exact spelling matter. "BUILDING_GRANARY" for example is not the same thing as "BUILDING_GRANARy". The game will not recognize the second version.

-----------------------------------------------

Spoiler Buildings and Their Classes :
Code:
	The building class and simple building names shown in this file are correctly formatted
	for import (copying) into your mods. The cilization names shown are also correctly
	formatted.




		<!-- Religion Buildings -->

		BUILDINGCLASS_CATHEDRAL
			Default Building =	BUILDING_CATHEDRAL
			Unlocked By =		BELIEF_CATHEDRALS

		BUILDINGCLASS_MOSQUE
			Default Building =	BUILDING_MOSQUE
			Unlocked By =		BELIEF_MOSQUES

		BUILDINGCLASS_PAGODA
			Default Building =	BUILDING_PAGODA
			Unlocked By =		BELIEF_PAGODAS

		BUILDINGCLASS_MONASTERY
			Default Building =	BUILDING_MONASTERY
			Unlocked By =		BELIEF_MONASTERIES

		<!-- Normal Buildings -->

		BUILDINGCLASS_RECYCLING_CENTER
			Default Building =	BUILDING_RECYCLING_CENTER
			Required Technology =	TECH_ECOLOGY

		BUILDINGCLASS_BOMB_SHELTER
			Default Building =	BUILDING_BOMB_SHELTER
			Required Technology =	TECH_TELECOM

		BUILDINGCLASS_CONSTABLE
			Default Building =	BUILDING_CONSTABLE
			Required Technology =	TECH_BANKING

		BUILDINGCLASS_POLICE_STATION
			Default Building =	BUILDING_POLICE_STATION
			Prerequisite	=	BUILDINGCLASS_CONSTABLE
			Required Technology =	TECH_ELECTRICITY

		BUILDINGCLASS_HOTEL
			Default Building =	BUILDING_HOTEL
			Required Technology =	TECH_REFRIGERATION

		BUILDINGCLASS_CARAVANSARY
			Default Building =	BUILDING_CARAVANSARY
			Required Technology =	TECH_HORSEBACK_RIDING

		BUILDINGCLASS_AIRPORT
			Default Building =	BUILDING_AIRPORT
			Required Technology =	TECH_RADAR

		BUILDINGCLASS_COURTHOUSE
			Default Building =	BUILDING_COURTHOUSE
			Required Technology =	TECH_MATHEMATICS

		BUILDINGCLASS_STABLE
			Default Building =	BUILDING_STABLE
			Unique Building =	BUILDING_DUCAL_STABLE		CIVILIZATION_POLAND
			Required Technology =	TECH_HORSEBACK_RIDING

		BUILDINGCLASS_WATERMILL
			Default Building =	BUILDING_WATERMILL
			Unique Building =	BUILDING_FLOATING_GARDENS	CIVILIZATION_AZTEC
			Required Technology =	TECH_THE_WHEEL

		BUILDINGCLASS_CIRCUS
			Default Building =	BUILDING_CIRCUS
			Required Technology =	TECH_TRAPPING

		BUILDINGCLASS_FORGE
			Default Building =	BUILDING_FORGE
			Required Technology =	TECH_METAL_CASTING

		BUILDINGCLASS_WINDMILL
			Default Building =	BUILDING_WINDMILL
			Unique Building =	BUILDING_COFFEE_HOUSE		CIVILIZATION_AUSTRIA
			Required Technology =	TECH_ECONOMICS

		BUILDINGCLASS_HYDRO_PLANT
			Default Building =	BUILDING_HYDRO_PLANT
			Required Technology =	TECH_ELECTRICITY

		BUILDINGCLASS_MINT
			Default Building =	BUILDING_MINT
			Required Technology =	TECH_CURRENCY

		BUILDINGCLASS_OBSERVATORY
			Default Building =	BUILDING_OBSERVATORY
			Required Technology =	TECH_ASTRONOMY

		BUILDINGCLASS_GARDEN
			Default Building =	BUILDING_GARDEN
			Unique Building =	BUILDING_CANDI			CIVILIZATION_INDONESIA
			Required Technology =	TECH_THEOLOGY

		BUILDINGCLASS_LIGHTHOUSE
			Default Building =	BUILDING_LIGHTHOUSE
			Required Technology =	TECH_OPTICS

		BUILDINGCLASS_HARBOR
			Default Building =	BUILDING_HARBOR
			Required Technology =	TECH_COMPASS

		BUILDINGCLASS_SEAPORT
			Default Building =	BUILDING_SEAPORT
			Prerequisite	=	BUILDINGCLASS_HARBOR
			Required Technology =	TECH_NAVIGATION

		BUILDINGCLASS_COLOSSEUM
			Default Building =	BUILDING_COLOSSEUM
			Required Technology =	TECH_CONSTRUCTION

		BUILDINGCLASS_THEATRE	(Zoo)
			Default Building =	BUILDING_THEATRE
			Prerequisite	=	BUILDINGCLASS_COLOSSEUM
			Required Technology =	TECH_PRINTING_PRESS

		BUILDINGCLASS_STADIUM
			Default Building =	BUILDING_STADIUM
			Prerequisite	=	BUILDINGCLASS_THEATRE
			Required Technology =	TECH_REFRIGERATION

		BUILDINGCLASS_MONUMENT
			Default Building =	BUILDING_MONUMENT
			Unique Building =	BUILDING_STELE			CIVILIZATION_ETHIOPIA
			Required Technology =	NONE

		BUILDINGCLASS_AMPHITHEATER
			Default Building =	BUILDING_AMPHITHEATER
			Prerequisite	=	BUILDINGCLASS_MONUMENT
			Required Technology =	TECH_DRAMA

		BUILDINGCLASS_OPERA_HOUSE
			Default Building =	BUILDING_OPERA_HOUSE
			Unique Building =	BUILDING_CEILIDH_HALL		CIVILIZATION_CELTS
			Prerequisite	=	BUILDINGCLASS_AMPHITHEATER
			Required Technology =	TECH_ACOUSTICS

		BUILDINGCLASS_MUSEUM
			Default Building =	BUILDING_MUSEUM
			Prerequisite	=	BUILDINGCLASS_OPERA_HOUSE
			Required Technology =	TECH_ARCHAEOLOGY

		BUILDINGCLASS_BROADCAST_TOWER
			Default Building =	BUILDING_BROADCAST_TOWER
			Prerequisite	=	BUILDINGCLASS_MUSEUM
			Required Technology =	TECH_RADIO

		BUILDINGCLASS_SHRINE
			Default Building =	BUILDING_SHRINE
			Unique Building =	BUILDING_MAYA_PYRAMID		CIVILIZATION_MAYA
			Required Technology =	TECH_POTTERY

		BUILDINGCLASS_TEMPLE
			Default Building =	BUILDING_TEMPLE
			Unique Building =	BUILDING_MUD_PYRAMID_MOSQUE	CIVILIZATION_SONGHAI
			Unique Building =	BUILDING_BURIAL_TOMB		CIVILIZATION_EGYPT
			Prerequisite	=	BUILDINGCLASS_SHRINE
			Required Technology =	TECH_PHILOSOPHY

		BUILDINGCLASS_BARRACKS
			Default Building =	BUILDING_BARRACKS
			Unique Building =	BUILDING_KREPOST		CIVILIZATION_RUSSIA
			Unique Building =	BUILDING_IKANDA			CIVILIZATION_ZULU
			Required Technology =	TECH_BRONZE_WORKING

		BUILDINGCLASS_ARMORY
			Default Building =	BUILDING_ARMORY
			Prerequisite	=	BUILDINGCLASS_BARRACKS
			Required Technology =	TECH_STEEL

		BUILDINGCLASS_MILITARY_ACADEMY
			Default Building =	BUILDING_MILITARY_ACADEMY
			Prerequisite	=	BUILDINGCLASS_ARMORY
			Required Technology =	TECH_MILITARY_SCIENCE

		BUILDINGCLASS_WALLS
			Default Building =	BUILDING_WALLS
			Unique Building =	BUILDING_WALLS_OF_BABYLON	CIVILIZATION_BABYLON
			Required Technology =	TECH_MASONRY

		BUILDINGCLASS_CASTLE
			Default Building =	BUILDING_CASTLE
			Unique Building =	BUILDING_MUGHAL_FORT		CIVILIZATION_INDIA
			Prerequisite	=	BUILDINGCLASS_WALLS
			Required Technology =	TECH_CHIVALRY

		BUILDINGCLASS_ARSENAL
			Default Building =	BUILDING_ARSENAL
			Prerequisite	=	BUILDINGCLASS_CASTLE
			Required Technology =	TECH_METALLURGY

		BUILDINGCLASS_MILITARY_BASE
			Default Building =	BUILDING_MILITARY_BASE
			Prerequisite	=	BUILDINGCLASS_ARSENAL
			Required Technology =	TECH_REPLACEABLE_PARTS

		BUILDINGCLASS_GRANARY
			Default Building =	BUILDING_GRANARY
			Required Technology =	TECH_POTTERY

		BUILDINGCLASS_AQUEDUCT
			Default Building =	BUILDING_AQUEDUCT
			Required Technology =	TECH_ENGINEERING

		BUILDINGCLASS_HOSPITAL
			Default Building =	BUILDING_HOSPITAL
			Prerequisite	=	BUILDINGCLASS_AQUEDUCT
			Required Technology =	TECH_BIOLOGY

		BUILDINGCLASS_MEDICAL_LAB
			Default Building =	BUILDING_MEDICAL_LAB
			Prerequisite	=	BUILDINGCLASS_HOSPITAL
			Required Technology =	TECH_PENICILIN

		BUILDINGCLASS_WORKSHOP
			Default Building =	BUILDING_WORKSHOP
			Unique Building =	BUILDING_LONGHOUSE		CIVILIZATION_IROQUOIS
			Required Technology =	TECH_METAL_CASTING

		BUILDINGCLASS_FACTORY
			Default Building =	BUILDING_FACTORY
			Prerequisite	=	BUILDINGCLASS_WORKSHOP
			Required Technology =	TECH_INDUSTRIALIZATION

		BUILDINGCLASS_NUCLEAR_PLANT
			Default Building =	BUILDING_NUCLEAR_PLANT
			Prerequisite	=	BUILDINGCLASS_FACTORY
			Required Technology =	TECH_NUCLEAR_FISSION

		BUILDINGCLASS_SPACESHIP_FACTORY
			Default Building =	BUILDING_SPACESHIP_FACTORY
			Prerequisite	=	BUILDINGCLASS_FACTORY
			Required Technology =	TECH_ROBOTICS

		BUILDINGCLASS_SOLAR_PLANT
			Default Building =	BUILDING_SOLAR_PLANT
			Prerequisite	=	BUILDINGCLASS_FACTORY
			Required Technology =	TECH_ECOLOGY

		BUILDINGCLASS_MARKET
			Default Building =	BUILDING_MARKET
			Unique Building =	BUILDING_BAZAAR			CIVILIZATION_ARABIA
			Required Technology =	TECH_CURRENCY

		BUILDINGCLASS_BANK
			Default Building =	BUILDING_BANK
			Unique Building =	BUILDING_SATRAPS_COURT		CIVILIZATION_PERSIA
			Unique Building =	BUILDING_HANSE			CIVILIZATION_GERMANY
			Prerequisite	=	BUILDINGCLASS_MARKET
			Required Technology =	TECH_BANKING

		BUILDINGCLASS_STOCK_EXCHANGE
			Default Building =	BUILDING_STOCK_EXCHANGE
			Prerequisite	=	BUILDINGCLASS_BANK
			Required Technology =	TECH_ELECTRICITY

		BUILDINGCLASS_LIBRARY
			Default Building =	BUILDING_LIBRARY
			Unique Building =	BUILDING_PAPER_MAKER		CIVILIZATION_CHINA
			Unique Building =	BUILDING_ROYAL_LIBRARY		CIVILIZATION_ASSYRIA
			Required Technology =	TECH_WRITING

		BUILDINGCLASS_UNIVERSITY
			Default Building =	BUILDING_UNIVERSITY
			Unique Building =	BUILDING_WAT			CIVILIZATION_SIAM
			Prerequisite	=	BUILDINGCLASS_LIBRARY
			Required Technology =	TECH_EDUCATION

		BUILDINGCLASS_PUBLIC_SCHOOL
			Default Building =	BUILDING_PUBLIC_SCHOOL
			Prerequisite	=	BUILDINGCLASS_UNIVERSITY
			Required Technology =	TECH_SCIENTIFIC_THEORY

		BUILDINGCLASS_LABORATORY
			Default Building =	BUILDING_LABORATORY
			Prerequisite	=	BUILDINGCLASS_PUBLIC_SCHOOL
			Required Technology =	TECH_PLASTIC

		BUILDINGCLASS_STONE_WORKS
			Default Building =	BUILDING_STONE_WORKS
			Required Technology =	TECH_CALENDAR

		<!-- National Wonder -->

		BUILDINGCLASS_PALACE
			Default Building =		BUILDING_PALACE
			Required Technology =		NONE

		BUILDINGCLASS_INTELLIGENCE_AGENCY
			Default Building =		BUILDING_INTELLIGENCE_AGENCY
			Prerequisite every city	=	BUILDINGCLASS_POLICE_STATION
			Required Technology =		TECH_RADIO

		BUILDINGCLASS_GRAND_TEMPLE
			Default Building =		BUILDING_GRAND_TEMPLE
			Prerequisite every city	=	BUILDINGCLASS_TEMPLE
			Required Technology =		TECH_THEOLOGY

		BUILDINGCLASS_TOURIST_CENTER
			Default Building =		BUILDING_TOURIST_CENTER
			Prerequisite every city	=	BUILDINGCLASS_HOTEL
			Required Technology =		TECH_TELECOM

		BUILDINGCLASS_HEROIC_EPIC
			Default Building =		BUILDING_HEROIC_EPIC
			Prerequisite every city	=	BUILDINGCLASS_BARRACKS
			Required Technology =		TECH_IRON_WORKING

		BUILDINGCLASS_NATIONAL_EPIC
			Default Building =		BUILDING_NATIONAL_EPIC
			Prerequisite every city	=	BUILDINGCLASS_MONUMENT
			Required Technology =		TECH_DRAMA

		BUILDINGCLASS_CIRCUS_MAXIMUS
			Default Building =		BUILDING_CIRCUS_MAXIMUS
			Prerequisite every city	=	BUILDINGCLASS_COLOSSEUM
			Required Technology =		TECH_HORSEBACK_RIDING

		BUILDINGCLASS_NATIONAL_TREASURY	(East India Company)
			Default Building =		BUILDING_NATIONAL_TREASURY
			Prerequisite every city	=	BUILDINGCLASS_MARKET
			Required Technology =		TECH_GUILDS

		BUILDINGCLASS_NATIONAL_COLLEGE
			Default Building =		BUILDING_NATIONAL_COLLEGE
			Prerequisite every city	=	BUILDINGCLASS_LIBRARY
			Required Technology =		TECH_PHILOSOPHY

		BUILDINGCLASS_IRONWORKS
			Default Building =		BUILDING_IRONWORKS
			Prerequisite every city	=	BUILDINGCLASS_WORKSHOP
			Required Technology =		TECH_MACHINERY

		BUILDINGCLASS_OXFORD_UNIVERSITY
			Default Building =		BUILDING_OXFORD_UNIVERSITY
			Prerequisite every city	=	BUILDINGCLASS_UNIVERSITY
			Required Technology =		TECH_EDUCATION

		BUILDINGCLASS_HERMITAGE
			Default Building =		BUILDING_HERMITAGE
			Prerequisite every city	=	BUILDINGCLASS_OPERA_HOUSE
			Required Technology =		TECH_ARCHITECTURE

		<!-- Culture Guilds-->

		BUILDINGCLASS_WRITERS_GUILD
			Default Building =		BUILDING_WRITERS_GUILD
			Required Technology =		TECH_DRAMA

		BUILDINGCLASS_ARTISTS_GUILD
			Default Building =		BUILDING_ARTISTS_GUILD
			Required Technology =		TECH_GUILDS

		BUILDINGCLASS_MUSICIANS_GUILD
			Default Building =		BUILDING_MUSICIANS_GUILD
			Required Technology =		TECH_ACOUSTICS

		<!-- Wonders -->

		BUILDINGCLASS_TEMPLE_ARTEMIS
			Default Building =		BUILDING_TEMPLE_ARTEMIS
			Required Technology =		TECH_ARCHERY

		BUILDINGCLASS_MAUSOLEUM_HALICARNASSUS
			Default Building =		BUILDING_MAUSOLEUM_HALICARNASSUS
			Required Technology =		TECH_MASONRY

		BUILDINGCLASS_STATUE_ZEUS
			Default Building =		BUILDING_STATUE_ZEUS
			Required Technology =		TECH_BRONZE_WORKING
			Req'd Policy Branch =		POLICY_BRANCH_HONOR

		BUILDINGCLASS_ALHAMBRA
			Default Building =		BUILDING_ALHAMBRA
			Free Building in City =		BUILDINGCLASS_CASTLE
			Required Technology =		TECH_CHIVALRY

		BUILDINGCLASS_CN_TOWER
			Default Building =		BUILDING_CN_TOWER
			Free Building All Cities =	BUILDINGCLASS_BROADCAST_TOWER
			Required Technology =		TECH_TELECOM

		BUILDINGCLASS_HUBBLE
			Default Building =		BUILDING_HUBBLE
			Free Building in City =		BUILDINGCLASS_SPACESHIP_FACTORY
			Required Technology =		TECH_SATELLITES

		BUILDINGCLASS_LEANING_TOWER
			Default Building =		BUILDING_LEANING_TOWER
			Required Technology =		TECH_PRINTING_PRESS

		BUILDINGCLASS_MOSQUE_OF_DJENNE
			Default Building =		BUILDING_MOSQUE_OF_DJENNE
			Free Building in City =		BUILDINGCLASS_MOSQUE
			Required Technology =		TECH_THEOLOGY
			Req'd Policy Branch =		POLICY_BRANCH_PIETY

		BUILDINGCLASS_NEUSCHWANSTEIN
			Default Building =		BUILDING_NEUSCHWANSTEIN
			Required Technology =		TECH_RAILROAD

		BUILDINGCLASS_PETRA
			Default Building =		BUILDING_PETRA
			Required Technology =		TECH_CURRENCY

		BUILDINGCLASS_TERRACOTTA_ARMY
			Default Building =		BUILDING_TERRACOTTA_ARMY
			Required Technology =		TECH_CONSTRUCTION

		BUILDINGCLASS_GREAT_FIREWALL
			Default Building =		BUILDING_GREAT_FIREWALL
			Required Technology =		TECH_COMPUTERS

		BUILDINGCLASS_UFFIZI
			Default Building =		BUILDING_UFFIZI
			Required Technology =		TECH_ARCHITECTURE
			Req'd Policy Branch =		POLICY_BRANCH_AESTHETICS

		BUILDINGCLASS_GLOBE_THEATER
			Default Building =		BUILDING_GLOBE_THEATER
			Required Technology =		TECH_PRINTING_PRESS

		BUILDINGCLASS_BROADWAY
			Default Building =		BUILDING_BROADWAY
			Required Technology =		TECH_RADIO

		BUILDINGCLASS_RED_FORT
			Default Building =		BUILDING_RED_FORT
			Required Technology =		TECH_METALLURGY

		BUILDINGCLASS_PRORA_RESORT
			Default Building =		BUILDING_PRORA_RESORT
			Required Technology =		TECH_FLIGHT
			Req'd Policy Branch =		POLICY_BRANCH_AUTOCRACY

		BUILDINGCLASS_BOROBUDUR
			Default Building =		BUILDING_BOROBUDUR
			Required Technology =		TECH_THEOLOGY

		BUILDINGCLASS_PARTHENON
			Default Building =		BUILDING_PARTHENON
			Required Technology =		TECH_DRAMA

		BUILDINGCLASS_PYRAMID
			Default Building =		BUILDING_PYRAMID
			Required Technology =		TECH_MASONRY
			Req'd Policy Branch =		POLICY_BRANCH_LIBERTY
			Errata	=			(uses <Help>TXT_KEY_WONDER_CHICHEN_ITZA_HELP</Help> )

		BUILDINGCLASS_GREAT_LIBRARY
			Default Building =		BUILDING_GREAT_LIBRARY
			Free Building in City =		BUILDINGCLASS_LIBRARY
			Required Technology =		TECH_WRITING

		BUILDINGCLASS_STONEHENGE
			Default Building =		BUILDING_STONEHENGE
			Required Technology =		TECH_CALENDAR

		BUILDINGCLASS_HANGING_GARDEN
			Default Building =		BUILDING_HANGING_GARDEN
			Free Building in City =		BUILDINGCLASS_GARDEN
			Required Technology =		TECH_MATHEMATICS
			Req'd Policy Branch =		POLICY_BRANCH_TRADITION

		BUILDINGCLASS_COLOSSUS
			Default Building =		BUILDING_COLOSSUS
			Required Technology =		TECH_IRON_WORKING

		BUILDINGCLASS_GREAT_LIGHTHOUSE
			Default Building =		BUILDING_GREAT_LIGHTHOUSE
			Free Building in City =		BUILDINGCLASS_LIGHTHOUSE
			Required Technology =		TECH_OPTICS

		BUILDINGCLASS_ORACLE
			Default Building =		BUILDING_ORACLE
			Required Technology =		TECH_PHILOSOPHY

		BUILDINGCLASS_GREAT_WALL
			Default Building =		BUILDING_GREAT_WALL
			Free Building in City =		BUILDINGCLASS_WALLS
			Required Technology =		TECH_ENGINEERING

		BUILDINGCLASS_HAGIA_SOPHIA
			Default Building =		BUILDING_HAGIA_SOPHIA
			Free Building in City =		BUILDINGCLASS_TEMPLE
			Required Technology =		TECH_THEOLOGY

		BUILDINGCLASS_ANGKOR_WAT
			Default Building =		BUILDING_ANGKOR_WAT
			Required Technology =		TECH_EDUCATION

		BUILDINGCLASS_NOTRE_DAME
			Default Building =		BUILDING_NOTRE_DAME
			Required Technology =		TECH_PHYSICS

		BUILDINGCLASS_MACHU_PICHU
			Default Building =		BUILDING_MACHU_PICHU
			Required Technology =		TECH_GUILDS

		BUILDINGCLASS_CHICHEN_ITZA
			Default Building =		BUILDING_CHICHEN_ITZA
			Required Technology =		TECH_CIVIL_SERVICE
			Errata	=			(uses <Help>TXT_KEY_WONDER_TAJ_MAHAL_HELP</Help> )

		BUILDINGCLASS_KREMLIN
			Default Building =		BUILDING_KREMLIN
			Required Technology =		TECH_RAILROAD
			Req'd Policy Branch =		POLICY_BRANCH_ORDER

		BUILDINGCLASS_FORBIDDEN_PALACE
			Default Building =		BUILDING_FORBIDDEN_PALACE
			Required Technology =		TECH_BANKING
			Req'd Policy Branch =		POLICY_BRANCH_PATRONAGE

		BUILDINGCLASS_SISTINE_CHAPEL
			Default Building =		BUILDING_SISTINE_CHAPEL
			Required Technology =		TECH_ACOUSTICS

		BUILDINGCLASS_HIMEJI_CASTLE
			Default Building =		BUILDING_HIMEJI_CASTLE
			Free Building in City =		BUILDINGCLASS_CASTLE
			Required Technology =		TECH_GUNPOWDER

		BUILDINGCLASS_PORCELAIN_TOWER
			Default Building =		BUILDING_PORCELAIN_TOWER
			Required Technology =		TECH_ARCHITECTURE
			Req'd Policy Branch =		POLICY_BRANCH_RATIONALISM

		BUILDINGCLASS_TAJ_MAHAL
			Default Building =		BUILDING_TAJ_MAHAL
			Required Technology =		TECH_ARCHITECTURE
			Errata	=			(uses <Help>TXT_KEY_WONDER_PYRAMIDS_HELP</Help> )

		BUILDINGCLASS_BIG_BEN
			Default Building =		BUILDING_BIG_BEN
			Required Technology =		TECH_INDUSTRIALIZATION
			Req'd Policy Branch =		POLICY_BRANCH_COMMERCE

		BUILDINGCLASS_BRANDENBURG_GATE
			Default Building =		BUILDING_BRANDENBURG_GATE
			Required Technology =		TECH_MILITARY_SCIENCE

		BUILDINGCLASS_LOUVRE
			Default Building =		BUILDING_LOUVRE
			Required Technology =		TECH_ARCHAEOLOGY
			Req'd Policy Branch =		POLICY_BRANCH_EXPLORATION

		BUILDINGCLASS_EIFFEL_TOWER
			Default Building =		BUILDING_EIFFEL_TOWER
			Required Technology =		TECH_RADIO

		BUILDINGCLASS_STATUE_OF_LIBERTY
			Default Building =		BUILDING_STATUE_OF_LIBERTY
			Required Technology =		TECH_REPLACEABLE_PARTS
			Req'd Policy Branch =		POLICY_BRANCH_FREEDOM

		BUILDINGCLASS_CRISTO_REDENTOR
			Default Building =		BUILDING_CRISTO_REDENTOR
			Required Technology =		TECH_PLASTIC

		BUILDINGCLASS_PENTAGON
			Default Building =		BUILDING_PENTAGON
			Required Technology =		TECH_COMBINED_ARMS

		BUILDINGCLASS_UNITED_NATIONS
			Default Building =		BUILDING_UNITED_NATIONS
			Required Technology =		TECH_GLOBALIZATION

		BUILDINGCLASS_SYDNEY_OPERA_HOUSE
			Default Building =		BUILDING_SYDNEY_OPERA_HOUSE
			Required Technology =		TECH_ECOLOGY

		<!-- League Projects-->

		BUILDINGCLASS_INTERNATIONAL_SPACE_STATION
			Default Building =		BUILDING_INTERNATIONAL_SPACE_STATION
			Unlocked By =			World Congress Votes
 
Thank you LeeS.

I implemented corrections based on the information you provided. Much appreciated. I'll post a newer version of the code when I have done some more work.

Would be great to have some feedback on the concept as a whole as well, not only the coding aspect.
 
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