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Residential Mod

Discussion in 'Rise of Mankind: A New Dawn' started by Hydromancerx, May 1, 2010.

  1. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
    Messages:
    16,281
    Location:
    California, USA
    To try to counter all the food buildings I am planning out a "Residential Mod" for HAND. This mod will probably be 2 separate mods. The first mod are new civics based upon Afforess' Rewritten Civics.

    Residential Civic

    Spoiler :

    State-Owned Land (Available at Start)
    • No Upkeep
    • Cities grow 25% Slower
    • -35% Commerce
    • +200% Espionage
    • +100% City Maintenance
    • Population is more rebellious

    Communal Land (Available at Start)
    • No Upkeep
    • Cities Grow 15% Slower
    • -25% Commerce
    • -1 Happiness in largest cities
    • -25% City Maintenance

    Fiefdom (Requires: Vassalage)
    • Medium Upkeep
    • Cities Grow 3% Faster
    • 2 happiness in largest cities
    • Improvements grow 25% Slower
    • +10% Commerce in Capitol City
    • Population is more rebellious

    Private ownership (Requires: Banking)
    • Low Upkeep
    • +15% Commerce
    • +1 Unhealthiness in all cities
    • Improvements grow 35% Faster
    • Cities Grow 8% Faster
    • -25% Corporation Costs
    • -50% Espionage
    • Population is less rebellious

    Subsidized Land (Requires: Social Contract)
    • High Upkeep
    • Cities Grow 10% Faster
    • +1 Healthiness in all cities
    • +20% City Maintenance
    • +15% Espionage


    As you can see this is exactly as it was written. Any suggestions on improving this would be helpful. As for the 2nd mod this is my idea, or at least based upon games like Sim City or CivCity. Hopefully Afforess will make the SDK additions I need for this to work.

    Residential Buildings

    Spoiler :

    Note that State-Owned Land and Communal Land would limit the city size to size 1.

    Small Huts (Req None)
    Cost: 5
    Obsolete: City Planning

    Special Abilities
    • -2 Food
    • Size 2 City Size Limit

    Medium Huts (Req None)
    Cost: 10
    Obsolete: City Planning

    Special Abilities
    • -4 Food
    • Size 3 City Size Limit
    • Requires Small Huts

    Large Huts (Req None)
    Cost: 15
    Obsolete: City Planning

    Special Abilities
    • -6 Food
    • Size 4 City Size Limit
    • Requires Medium Huts

    Small Hovels (Req Masonry)
    Cost: 20
    Obsolete: Architecture

    Special Abilities
    • -8 Food
    • Size 5 City Size Limit
    • Requires Town Well

    Medium Hovels (Req Masonry)
    Cost: 25
    Obsolete: Architecture

    Special Abilities
    • -10 Food
    • Size 6 City Size Limit
    • Requires Small Hovels
    • Requires Town Well

    Large Hovels (Req Masonry)
    Cost: 30
    Obsolete: Architecture

    Special Abilities
    • -12 Food
    • Size 7 City Size Limit
    • Requires Medium Hovels
    • Requires Town Well

    Small Cottages (Req City Planning)
    Cost: 35
    Obsolete: Electricity

    Special Abilities
    • -14 Food
    • Size 8 City Size Limit
    • Requires Water Pipes

    Medium Cottages (Req City Planning)
    Cost: 40
    Obsolete: Electricity

    Special Abilities
    • -16 Food
    • Size 9 City Size Limit
    • Requires Small Cottages
    • Requires Water Pipes

    Large Cottages (Req City Planning)
    Cost: 45
    Obsolete: Electricity

    Special Abilities
    • -18 Food
    • Size 10 City Size Limit
    • Requires Medium Cottages
    • Requires Water Pipes

    Small Homesteads (Req Architecture)
    Cost: 50
    Obsolete: Civil Engineering

    Special Abilities
    • -20 Food
    • Size 15 City Size Limit
    • Requires Water Pipes
    • Requires Sewer System

    Medium Homesteads (Req Architecture)
    Cost: 55
    Obsolete: Civil Engineering

    Special Abilities
    • -22 Food
    • Size 20 City Size Limit
    • Requires Small Homesteads
    • Requires Water Pipes
    • Requires Sewer System

    Large Homesteads (Req Architecture)
    Cost: 60
    Obsolete: Civil Engineering

    Special Abilities
    • -24 Food
    • Size 25 City Size Limit
    • Requires Medium Homesteads
    • Requires Water Pipes
    • Requires Sewer System

    Small Modern Houses (Req Electricity)
    Cost: 65
    Obsolete: 3D Modeling

    Special Abilities
    • -26 Food
    • Size 30 City Size Limit
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power

    Medium Modern Houses (Req Electricity)
    Cost: 70
    Obsolete: 3D Modeling

    Special Abilities
    • -28 Food
    • Size 35 City Size Limit
    • Requires Small Modern Houses
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power

    Large Modern Houses (Req Electricity)
    Cost: 75
    Obsolete: 3D Modeling

    Special Abilities
    • -30 Food
    • Size 40 City Size Limit
    • Requires Medium Modern Houses
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power

    Small Apartments (Req Civil Engineering)
    Cost: 80
    Obsolete: Megastructure Engineering

    Special Abilities
    • -32 Food
    • Size 45 City Size Limit
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network

    Medium Apartments (Req Civil Engineering)
    Cost: 85
    Obsolete: Megastructure Engineering

    Special Abilities
    • -34 Food
    • Size 50 City Size Limit
    • Requires Small Apartments
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network

    Large Apartments (Req Civil Engineering)
    Cost: 90
    Obsolete: Megastructure Engineering

    Special Abilities
    • -36 Food
    • Size 55 City Size Limit
    • Requires Medium Apartments
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network

    Small Highrises (Req 3D Modeling)
    Cost: 95
    Obsolete: Advanced Shielding

    Special Abilities
    • -38 Food
    • Size 60 City Size Limit
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network
    • Requires Computer Network

    Medium Highrises (Req 3D Modeling)
    Cost: 100
    Obsolete: Advanced Shielding

    Special Abilities
    • -40 Food
    • Size 70 City Size Limit
    • Requires Small Highrises
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network
    • Requires Computer Network

    Large Highrises (Req 3D Modeling)
    Cost: 105
    Obsolete: Advanced Shielding

    Special Abilities
    • -42 Food
    • Size 80 City Size Limit
    • Requires Medium Highrises
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network
    • Requires Computer Network

    Small Arcology Habitats (Req Civil Engineering)
    Cost: 110
    Obsolete: Advanced Shielding

    Special Abilities
    • -44 Food
    • Size 90 City Size Limit
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network
    • Requires Computer Network
    • Requires Arcology

    Medium Arcology Habitats (Req Civil Engineering)
    Cost: 115
    Obsolete: Advanced Shielding

    Special Abilities
    • -46 Food
    • Size 100 City Size Limit
    • Requires Small Arcology Habitats
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network
    • Requires Computer Network
    • Requires Arcology

    Large Arcology Habitats (Req Civil Engineering)
    Cost: 120
    Obsolete: Advanced Shielding

    Special Abilities
    • -48 Food
    • Requires Medium Arcology Habitats
    • Requires Water Pipes
    • Requires Sewer System
    • Requires Power
    • Requires Telephone Network
    • Requires Computer Network
    • Requires Arcology


    The names are a little fuzzy but its hard to think of a bunch of names for "house". Also the food, cost and city limit may need to be adjusted. Please help be calibrate this better.

    Oh and if you have ideas for any resource requirements.
     
  2. Killtech

    Killtech Discutator

    Joined:
    Apr 16, 2009
    Messages:
    1,022
    Location:
    Bonn, Germany
    omg that's a long list of buildings. you do know that for this to work you need to rewrite much code in the SDK for the AI to understand this concept? otherwise the AI won't have any city larger than 1.

    if you really want to make building or residential area into the game i suggest to do it other than with plain mass of buildings: just add one that works similar to building 'research' or 'gold'. name it 'extend residential areas'. depending on production and city size this would give you a factor on the overage of food in the city and thus increase city growth.
     
  3. The Exile

    The Exile Tiesto Fan

    Joined:
    Feb 5, 2010
    Messages:
    116
    Location:
    beyond the Outer Rim
    I find that hard to believe . . .
     
  4. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
    Messages:
    16,281
    Location:
    California, USA
  5. The Exile

    The Exile Tiesto Fan

    Joined:
    Feb 5, 2010
    Messages:
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    Location:
    beyond the Outer Rim
    Heh. That makes more sense.
     
  6. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
    Messages:
    16,281
    Location:
    California, USA
    So I am rethinking this without having to use any SDK changes. However I still think my SDK suggestions would still be nice to have for other mods.

    Anywho it would work like this ..

    Hut (Req None)
    +2 :yuck:
    -1 :food:
    +1 :hammers:
    Obsolete: City Planning
    Replaced By: Hovel, Cottage, Homestead, Modern House, Apartments, Highrise, Arcology Residences

    Hovel (Req Masonry)
    -2 :food:
    +2 :hammers:
    Req Building: Town Well
    Obsolete: Architecture
    Replaced By: Cottage, Homestead, Modern House, Apartments, Highrise, Arcology Residences

    Cottage (Req City Planning)
    -3 :food:
    +3 :hammers:
    Req Building: Water Pipes
    Obsolete: Electricity
    Replaced By: Homestead, Modern House, Apartments, Highrise, Arcology Residences

    Homestead (Req Architecture)
    -4 :food:
    +4 :hammers:
    Req Building: Water Pipes, Sewer System
    Obsolete: Civil Engineering
    Replaced By: Modern House, Apartments, Highrise, Arcology Residences

    Modern House (Req Electricity)
    -5 :food:
    +5 :hammers:
    Requires Power
    Req Building: Water Pipes, Sewer System
    Obsolete: 3D Modeling
    Replaced By: Apartments, Highrise, Arcology Residences

    Apartments (Req Civil Engineering)
    -6 :food:
    +6 :hammers:
    Requires Power
    Req Building: Water Pipes, Sewer System, Telephone Network
    Obsolete: Megastructure Engineering
    Replaced By: Highrise, Arcology Residences

    Highrise (Req 3D Modeling)
    -7 :food:
    +7 :hammers:
    Requires Power
    Req Building: Water Pipes, Sewer System, Telephone Network, Computer Network
    Obsolete: Advanced Shielding
    Replaced By: Arcology Residences

    Arcology Residence (Req Megastructure Engineering)
    -8 :food:
    +8 :hammers:
    Reqires Power
    Req Building: Water Pipes, Sewer System, Telephone Network, Computer Network, Arcology
    Obsolete: -

    I am unsure about this set up since it would be conceivable that modern houses and apartments should exist at the same time. In addition the number of hammers and food should maybe be tweaked a bit.

    Of couse if I split them up into Small, Medium and Large then I would get for following food/production ...

    Hut = 1-3
    Hovel = 4-6
    Cottage = 7-9
    Homestead = 10-12
    Modern House = 13-15
    Apartments = 16-18
    Highrise = 19-21
    Arcology Residence = 22-24

    This might be better, however that means I would have to make 24 separate buildings rather than just 8.

    Which makes me think that I am better off having technology boosts instead. Some tech that might be useful would be ...

    - Mathematics
    - Construction
    - Aesthetics
    - Machinery
    - Engineering
    - Invention
    - Education
    - Algebra
    - Physics
    - Scientific Method
    Etc ...
     
  7. Arakhor

    Arakhor Dremora Courtier Moderator

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    This is an interesting idea, but I'd want to see more of it first.
     
  8. Talin2009

    Talin2009 King

    Joined:
    Jul 12, 2009
    Messages:
    614
    Maybe just assign city limit sizes to certain techs?
     

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