Residential Mod

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.
 
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.
 
Small Arcology Habitats (Req Civil Engineering)
Cost: 90
Obsolete: Advanced Shielding

Special Abilities
-44 Food
Size 8 City Size Limit
Requires Water Pipes
Requires Sewer System
Requires Power
Requires Telephone Network
Requires Computer Network
Requires Arcology

I find that hard to believe . . .
 
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 ...
 
This is an interesting idea, but I'd want to see more of it first.
 
Maybe just assign city limit sizes to certain techs?
 
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