[GS] Resource-based Districts

NukingGandhi

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Disclaimer: This idea is based on the following mods, Redistricting v.3.0 by Anansethespider, Specialized Industry, Global Arms Trade/Strategic Industry by Uncivilizedguy
Before reading this read the mod pages for both mods.

Strategic Industry revamps strategic resources by creating more resources like Lumber, Industrial Steel and Marine Fuel. Global Arms Trade takes that to the extreme by having to have the prerequisite resources to make the swords to make units like Swordsmen.

The concept of Redistricting is a good one, the mod gives us new districts that all focus on different things like providing food with the Fishery, Miller’s Quarters and Butcher’s Quarters. With said Miller’s Quarters there should be a secondary 1st tier building, the Windmills (Unlocked at Engineering). It also revamps the IZ by providing secondary districts (Mason's, Smith's and Forestry Quarters. Quarries, Mines and Lumbermills respectively.) that have adjacencies with the IZ that provide additional yields like gold, science, and culture. In the mod Strategic Industry/Global Arms Trade one of the new resources is Industrial Steel, in Redistricting in the Smith’s Quarters the 3rd tier building is the Steel Mill which should be a prerequisite to produce Industrial Steel. I also have an idea for a completely new industrial district called the Munitions Quarter that would provide production only towards military land units I think the buildings in this district should be for 1st tier Armorer (Unlocked at Bronze Working) 2nd tier Gunsmith (Unlocked at Gunpowder, Mutually exclusive with Ironworks.) or Ironworks (Unlocked at Metal Casting, Mutually exclusive with Gunsmith, Changes Ironworks in Wondrous Wonders to National Ironworks.) 3rd Tier Munitions Factory (Unlocked at Advanced Ballistics) There are some modifications that I would like to make to the buildings like renaming the Furniture Company in the Forestry Quarter to the Furniture Factory and Renaming the Drydocks District to Shipwright’s Quarters (Can't think of buildings for this district yet).

As always, I would love your feedback.
 
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>Windmills (Unlocked at Engineering)
windmill was invented in the late 13th century iirc, it's more a Machinery thing
there were earlier windmills in Persia (7-9th century) but of inefficient construction

nice ideas
powder mill (or gunsmith) and ironworks could be mutually exclusive and increase production of infantry and cavalry or cannons and ships respectively
shipwrights -- rope workshop, tar kiln, sail workshop, rigging factory, drydock
tar kiln could be a forestry building though providing the tar resource
sails could be made of cloth from the weavers district (next to cotton, flax, hemp)
btw textile industry was second only to farming for the most of the history
 
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Sorry, I should have added that powder mills and ironworks are mutually exclusive, also gunsmith sounds better( I have changed the previous post accordingly.). The main idea of this is to add more buildings needed to produce units as in real life there are many feeder plants that produce prerequisite goods that are needed to produce military or commercial goods, just think about how much resources and how much effort are needed to produce simple goods like your morning cereal.
 
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Update: I have figured out why this would be a good complement to Strategic Industry, you can still produce prerequisite resources with vanilla buildings but with GS it would produce advanced resources with higher efficiency such as the Steel Mill producing 2-3 Industrial Steel per turn with 1 Coal and 1 Iron but the factory only produces 1 Industrial Steel per turn with 1 Iron and 1 Coal.
 
While there were concentrations of workshops all building the same thing (a street of armorer's in Athens supplying equipment to the Hoplites, for example), the big concentration of 'specialized' industry for military and civilian goods started with the late renaissance with shipyards/ship construction specialization, and in the Industrial Era.

Some examples have already been hinted at, but let me add my Favorites:

Textiles - the first real Factory Industry: Textile Mills started as mere collections of hand workers (the Gobelin tapestry 'factories' and their copiers/competitors in northwestern France and Holland/Belgium area), but were also the first to use power machinery for real mass-production. This resulted in several developments:
Cheap Cloth as a massively lucrative Trade Good, that fueled both England's and Holland's economic developments. By the Napoleonic Wars (1789 - 1815 CE) England could single-handedly financially support the world's largest navy, a large army, and the military forces of Prussia, Spain, Austria and Russia. Some Prussian troops were even outfitted with British uniforms dyed blue, because England was producing such a mass surplus of military goods.
Uniforms. It is no accident that the rise of mass armies (250 regiments in the French Army of the War of the Spanish Succession in 1702 CE) in Europe coincided with the mass production of cloth and dyed cloth. Within 30 years from the late 17th century, every soldier in Europe was wearing a distinctive uniform, in gray, gray-white (the French 'gris-blanc'), red, blue, green, brown, or white.
Application of the power machinery concept to the manufacture of Everything Else, including firearms, cannon, wagons, ships and ship-equipment, ands tools.

All of which is by way of saying that the Textile Mills were the first step in the Industrial Revolution, which is very poorly modeled in the game but which deserves (and has had in the past) its own Thread of Threads to cover.

Some military goods, especially, though, require very specific and resource-intensive concentrations of plant and equipment to build. Here are the ones I think should be modeled in the game:

Battleships. In 1910, when there were (counting semi-independent colonies) over 50 states in the world, only 7-1/2 countries could actually build battleships: England, Germany, France, USA, Russia, Italy, Austria, and (Japan). Japan had laid down 2 'Dreadnaught' type battleships in 1907, but the turbine engines and main guns all had to be bought from England and the USA, so she was still building the capacity to complete a Battleship on her own. Other countries that wanted Battleships: Argentina, Brazil, Chile, Portugal, Spain, Holland, Turkey among others, all had them designed and built by other countries who had the capacity, principally England, USA and Germany.

I suggest, therefore, a very specific set of requirements to build a Battleship (or Aircraft Carrier, for that matter). Something like a Harbor with a Shipyard and Seaport and adjacent Industrial District with a Factory and possibly a specialized Big Ship Building like a Dry Dock. This would also be the only installation that could repair a Battleship that had more than 50% damage.

Tanks. In 1940, tanks were only a little easier to build, especially in the quantities required for Atomic Era Units. The only countries that designed and built their own tanks were: USA, Russia, Germany, France, England, Sweden*, Japan*, Italy*, Hungary* - the ones marked (*) designed and produced tanks, but only light tanks and in small quantities compared to the Big Boys. Czechoslovakia, before being snuffed out in 1938, also built their own light tanks, and in some quantity, but again only in the light tank weight class.

The mass production of tanks, however, used the same industrial resources as automobiles/trucks and railroad locomotives (in fact, both industries were heavily converted to tank production in the USA, USSR, and Britain during WWII). So, I suggest a Heavy Equipment Plant addition to the Industrial District with differing resource Requirements: in the Industrial Era it requires Coal and Iron to allow faster construction of railroads and a % increase in Production/Food bonuses from railroads (again, Industrial Era changes in reality not reflected well in the game), in the Modern Era using Oil and Iron it would produce an Automobile Amenity Resource that could also Upgrade units with extra mobility, but also require more Oil to Maintain ('motorization', which was applied in the 1930s and 40s to infantry, artillery and cavalry formations). In the Atomic Era using Oil and Iron they would produce Tank units, and in the Information Era using Aluminum, Oil and Iron they produce Modern Armor.

Finally, Aircraft also require pretty specialized Industrial Plant by the Atomic Era, both for airframe fabrication (light metal 'stressed skin' airframes, avionics, armor, control mechanisms) and specialized engines. Some of this uses the same techniques as the automobile plants, but the fabrication is very different and in most cases, auto plants weren't converted, entirely new plants were constructed.
So, to build Fighters or Bombers (but NOT Biplanes, which were as much wood and canvas as light metal construction) requires an Aircraft Assembly Plant, another addition to an Industrial District which cannot be built in the same District as a Heavy Equipment Plant or an Industrial District supplying adjacency to a Dry Dock.

All of which means, you'd have to be an Industrial Powerhouse to maintain a large air force, mechanized army, and large navy of capital ships in the Atomic Era. That in fact, is Reality: only USA and England managed that in WWII, and England/Britain needed aid from the USA to do it. USSR managed the tanks and the air force, but not the navy, Germany managed the army and air force, but canceled all her Battleship construction after 1941 and essentially built only U-Boats. Japan managed a first class navy (by 1942) but only a half-sized air force and no mechanized ground forces to speak of.

You can't have everything, usually, and having to make a decision on what you need would add to the late game, IMHO.
 
First off are the manufacturing plants in the munitions quarter? You also need big shipworks to house and train welders, pipefitters, electricians to assemble Fire Control Systems, Engine Plumbing and welding the actual hull together. Anyways you should be able to upgrade your munitions plant to one of these specialized plants like converting power plants with a project in GS, some different visuals and the like. Also making some models for resources like industrial steel would be nice so it's not just coal, iron and a research lab make rocket launchers. I also don't want to lose railroad manufacturing in the modern era because some nations prioritize rails over cars, anyways I do want to make sure the AI can build all these units without having all these factories, so like I said before maybe a higher efficiency production?
 
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i dont think there should be special buildings for military production, in wwii us planes were built on automobile factories, and soviet tanks on railroad carriage factories (uralvagonzavod).
maybe at least before the atomic/informational era
so we need the manufacturing plant building (like in civ1-3) and drydocks
for uints of the earlier ages there can also be building requirements like carpenter (chariot), forge (swordsman), stable (knight), foundry (cannon)
 
i dont think there should be special buildings for military production, in wwii us planes were built on automobile factories, and soviet tanks on railroad carriage factories (uralvagonzavod).
maybe at least before the atomic/informational era
so we need the manufacturing plant building (like in civ1-3) and drydocks
for uints of the earlier ages there can also be building requirements like carpenter (chariot), forge (swordsman), stable (knight), foundry (cannon)

The first cannons were made by bell founders since the shape and process was similar.
 
i dont think there should be special buildings for military production, in wwii us planes were built on automobile factories, and soviet tanks on railroad carriage factories (uralvagonzavod).
maybe at least before the atomic/informational era
so we need the manufacturing plant building (like in civ1-3) and drydocks
for uints of the earlier ages there can also be building requirements like carpenter (chariot), forge (swordsman), stable (knight), foundry (cannon)

Not quite. The only US automobile manufacturers who also manufactured aircraft during WWII were Ford, who built a separate specialized factory at Willow Run to build B-24 bombers, and General Motors, who likewise built a specialized plant in Maryland to build Avenger torpedo bombers. All the major US aircraft production was done by Aircraft Manufacturing Companies: Bell, Boeing, Consolidated, North American, Grumman, Lockheed, etc., in specialized aircraft plants.

And while the Soviet converted locomotive plants to build tanks (as did the British), the largest factories engaged in that work were the Zavod 183 Kharkov Tractor Works, Chelyabinsk Tractor works and Stalingrad Tractor Works, and the Kharkov and Stalingrad factory complexes were designed and built by US Ford engineers - Stalingrad was an almost exact copy of Ford's River Rouge plant outside Detroit.

While the Egyptians seem to have pioneered some innovative woodworking techniques for their light charts, most chariots were built by the same people who built carts, wagons, furniture, or any other advanced woodworking. Same with forges and foundries, which made tools and cathedral bells as well as military goods. The specialization of military versus civilian manufacturing didn't really take off until the early Industrial Era, when you did start to get specific and specialized Cannon Foundries, Gunpowder Nitraries, and arsenals that cranked out muskets by the thousands.

The first cannons were made by bell founders since the shape and process was similar.

Well, yes and no. The majority of the cannon founders came from the 'Bell' industry, but the earliest Bombards (around 1375 CE) were built of of metal rods welded and bound together, which had a distressing tendency to leak hot gasses and occasionally catastrophically blow apart. About 35 years later (1411 CE, in France) the first cast bombards show up, which were both easier to make with the proper expert foundrymen, and marginally safer - they only blew up occasionally, instead of regularly. In the 18th century vertical casting and boring techniques tremendously improved the safety and accuracy of cannon, but these were specifically military industrial techniques invented for cannon and not, as far as I know, used for anything else.
 
The thing is, this is supposed to work with the Global Arms Trade mod to be able to produce resources like steel and guns at a higher efficency than vanilla buildings which will still be able to prdouce them but not as efficently. Also a Manufacturing Plant would be awesome as an upgrade/replacement for the factory in the atomic era on, in other upgrades to buildings the Weaver building should be upgraded to the Textile Mill.
 
In the 18th century vertical casting and boring techniques tremendously improved the safety and accuracy of cannon, but these were specifically military industrial techniques invented for cannon and not, as far as I know, used for anything else.
maybe water pumps were made with the same technology?
watt ordered bored cyllinders for his steam engines from wilkinson, and these were just 'inverted' piston pumps
 
maybe water pumps were made with the same technology?
watt ordered bored cyllinders for his steam engines from wilkinson, and these were just 'inverted' piston pumps

That was the next step in the Precision Process: Wilkinson developed machining techniques that allowed him to bore cylinders or cannon barrels with a tolerance of about 1/10 of an inch, which was much better than anyone had done before, and made possible the efficiency that made Watt's steam engine a winner and cannons more accurate. Within less than 50 years, machining tolerances had jumped to 1/1000th of an inch, and we were on our way to High Pressure steam engines, accurate long range rifles, rifled artillery with accurate ranges literally as far as the eye could see, gas-tight breechloading rifles and artillery, and all the other 'pleasures' of the modern world.

Wilkinson's achievement was one of the 'take off points' of the Industrial Era.
 
I have an Idea for an upgrade to the workshop, the Micro Fabrication Center (available at Robotics that is filled with CNC Mills, 3D printers and the like with bonuses to production if there is a fully developed campus, anyways do you think we can develop parameters to create this idea as a fully fledged mod? If any of you know modders who can develop districts with new models please ask them, thanks for responding to this thread, it is really nice to connect with fellow civ players.

P.S we will have to wait till Feb. 19 to start to get compatibility with GS (unfortunately I won't be any help coding because I can't program for crap.)
 
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