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Specialized Industry 2: Guilds and Unions (Version 1.0)

UncivilizedGuy

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Specialized Industry 2: Guilds and Unions - Resources are required to build Industries

Specialized Industry 2: Guilds and Unions

Resources are REQUIRED to build industries. This is a redo of my original Specialized Industry mod found here https://forums.civfanatics.com/resources/specialized-industry.25691/. With the help of LeeS resources can now be prerequisites for building construction. Industries are no longer mutually exclusive because of the multiple prerequisites.

How this works:

Guild and Union buildings require a specified local improved resource and a related prerequisite building to be constructed.
Example: The Smith's Guild requires an improved source of Iron or Copper. It also requires a Barracks.

Guild and Union buildings build automatically in the City Center when the prerequisites are met.

Industries require a Guild or Union and a District.
Example: The Forge requires the Smith's Guild and the Industrial Zone. The Forge adds a +1 production bonus to Iron and Copper.

This mod contains most of the same buildings that are in my original Specialized Industry mod with a few more added like the Bakery, Butcher, and Weavery. I plan on adding more when I decide I'm satisfied with the gameplay.

DO NOT run this mod at the same time as my original Specialized Industry mod. Not compatible.





Read more about this resource...
 
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65142_0.jpg
 
My notes
Guilds
- a medieval invention. https://en.wikipedia.org/wiki/Guild
Baker's, Goldsmith's, Smith's, Glassmaker's, Weaver's, Mason's guilds may be rename to (for example) "maker" or "making': Bake making, Goldsmith making, Glass making, Weave making, Mason making. What do you think?
Brewer's Guild - late 19 and 20 centuries and guild, and brewey? I think Brewery should be available in the middle ages or even earlier. https://en.wikipedia.org/wiki/Brewery + Tavern + Inn + Victualler's Guild (Middle Ages).
Watermill in Middle ages? Windmills appeared in the middle ages not watermills.
Baker's Guild (Irrigation, Ancient era) requires Market (Currency, Classical era). Hm, hm.
Bakery provides Great Writer points :eek:. Why? I think a Bakery should not give points for great persons.
Apothecary Guild. Need tea, salt, species and citrus (ascorbic acid against scurvy).
Tanner's guild. Need ivory.
Machine Industry provides Great Artist points :eek:. Why not engineer?
Electronics Industry provides Great Admiral points :eek:. Why not engineer, or scientist, or musician?
Distillery provides Great Musician points :eek:. Why not scientist? But if you are guided by the following logic: distillery -> alcohol -> fun -> celebration -> culture. So it's logical.
Delicatessen / Butcher's Guild yields/requires cocoa, bananas, tea, citrus, wine. Why? It's not a meat. I think that this Guild should be divided into two guilds:
1) Butchery/Butcher's Guild resources: crabs, pigs, fish, cattle, sheeps, salt, species (salt and species for meat); 2) Delicatessen/Confectioner's Guild (new) resources: bananas, citrus, tea, cocoa, wine, coffee, species, sugar. Delicatessen also requires Bakery. Both guilds require Commercial Hub.

Ideas
Maybe you will realize these ideas in the future.
Mirror Workshop / Mirrormaker's Guild (Tech: Mass Production). Resources: diamonds. Requires: Glassworks, Harbor.
Blubber Maker (https://en.wikipedia.org/wiki/Blubber) / Commercial Whaling (https://en.wikipedia.org/wiki/Whaling) (Civic: Naval Tradition). Resources: whales. Requires: Harbor.
Nuclear Plant / Nuclear Power (Tech: Nuclear Fission). Resources: uranium. Requires: Power Plant, Industrial Zone.
Hydro Plant / Hydroelectricity (Tech: Electricity). Resources: aluminium. Requires: City Center, River.
Heraldry Workshop / Heraldry Guild (Civic: Guilds). Resources: dye, silk. Requires: Commercial Hub, Weavery. https://en.wikipedia.org/wiki/Heraldry
 
My notes
Guilds
- a medieval invention. https://en.wikipedia.org/wiki/Guild
Baker's, Goldsmith's, Smith's, Glassmaker's, Weaver's, Mason's guilds may be rename to (for example) "maker" or "making': Bake making, Goldsmith making, Glass making, Weave making, Mason making. What do you think?
Brewer's Guild - late 19 and 20 centuries and guild, and brewey? I think Brewery should be available in the middle ages or even earlier. https://en.wikipedia.org/wiki/Brewery + Tavern + Inn + Victualler's Guild (Middle Ages).
Watermill in Middle ages? Windmills appeared in the middle ages not watermills.
Baker's Guild (Irrigation, Ancient era) requires Market (Currency, Classical era). Hm, hm.
Bakery provides Great Writer points :eek:. Why? I think a Bakery should not give points for great persons.
Apothecary Guild. Need tea, salt, species and citrus (ascorbic acid against scurvy).
Tanner's guild. Need ivory.
Machine Industry provides Great Artist points :eek:. Why not engineer?
Electronics Industry provides Great Admiral points :eek:. Why not engineer, or scientist, or musician?
Distillery provides Great Musician points :eek:. Why not scientist? But if you are guided by the following logic: distillery -> alcohol -> fun -> celebration -> culture. So it's logical.
Delicatessen / Butcher's Guild yields/requires cocoa, bananas, tea, citrus, wine. Why? It's not a meat. I think that this Guild should be divided into two guilds:
1) Butchery/Butcher's Guild resources: crabs, pigs, fish, cattle, sheeps, salt, species (salt and species for meat); 2) Delicatessen/Confectioner's Guild (new) resources: bananas, citrus, tea, cocoa, wine, coffee, species, sugar. Delicatessen also requires Bakery. Both guilds require Commercial Hub.

Ideas
Maybe you will realize these ideas in the future.
Mirror Workshop / Mirrormaker's Guild (Tech: Mass Production). Resources: diamonds. Requires: Glassworks, Harbor.
Blubber Maker (https://en.wikipedia.org/wiki/Blubber) / Commercial Whaling (https://en.wikipedia.org/wiki/Whaling) (Civic: Naval Tradition). Resources: whales. Requires: Harbor.
Nuclear Plant / Nuclear Power (Tech: Nuclear Fission). Resources: uranium. Requires: Power Plant, Industrial Zone.
Hydro Plant / Hydroelectricity (Tech: Electricity). Resources: aluminium. Requires: City Center, River.
Heraldry Workshop / Heraldry Guild (Civic: Guilds). Resources: dye, silk. Requires: Commercial Hub, Weavery. https://en.wikipedia.org/wiki/Heraldry
When I created my original specialized industry mod I was taking a balanced approach. Each building was designed to enhance a specific gameplay mechanic. For example, the Electronics Industry was created to give naval bonuses. Navy's historically became more advanced with the invention of radar and radio. Hence the great admiral points. I will comment on the rest of your post when I get another moment.
 
My notes
Guilds
- a medieval invention. https://en.wikipedia.org/wiki/Guild
Baker's, Goldsmith's, Smith's, Glassmaker's, Weaver's, Mason's guilds may be rename to (for example) "maker" or "making': Bake making, Goldsmith making, Glass making, Weave making, Mason making. What do you think?
Brewer's Guild - late 19 and 20 centuries and guild, and brewey? I think Brewery should be available in the middle ages or even earlier. https://en.wikipedia.org/wiki/Brewery + Tavern + Inn + Victualler's Guild (Middle Ages).
Watermill in Middle ages? Windmills appeared in the middle ages not watermills.
Baker's Guild (Irrigation, Ancient era) requires Market (Currency, Classical era). Hm, hm.
Bakery provides Great Writer points :eek:. Why? I think a Bakery should not give points for great persons.
Apothecary Guild. Need tea, salt, species and citrus (ascorbic acid against scurvy).
Tanner's guild. Need ivory.
Machine Industry provides Great Artist points :eek:. Why not engineer?
Electronics Industry provides Great Admiral points :eek:. Why not engineer, or scientist, or musician?
Distillery provides Great Musician points :eek:. Why not scientist? But if you are guided by the following logic: distillery -> alcohol -> fun -> celebration -> culture. So it's logical.
Delicatessen / Butcher's Guild yields/requires cocoa, bananas, tea, citrus, wine. Why? It's not a meat. I think that this Guild should be divided into two guilds:
1) Butchery/Butcher's Guild resources: crabs, pigs, fish, cattle, sheeps, salt, species (salt and species for meat); 2) Delicatessen/Confectioner's Guild (new) resources: bananas, citrus, tea, cocoa, wine, coffee, species, sugar. Delicatessen also requires Bakery. Both guilds require Commercial Hub.

Ideas
Maybe you will realize these ideas in the future.
Mirror Workshop / Mirrormaker's Guild (Tech: Mass Production). Resources: diamonds. Requires: Glassworks, Harbor.
Blubber Maker (https://en.wikipedia.org/wiki/Blubber) / Commercial Whaling (https://en.wikipedia.org/wiki/Whaling) (Civic: Naval Tradition). Resources: whales. Requires: Harbor.
Nuclear Plant / Nuclear Power (Tech: Nuclear Fission). Resources: uranium. Requires: Power Plant, Industrial Zone.
Hydro Plant / Hydroelectricity (Tech: Electricity). Resources: aluminium. Requires: City Center, River.
Heraldry Workshop / Heraldry Guild (Civic: Guilds). Resources: dye, silk. Requires: Commercial Hub, Weavery. https://en.wikipedia.org/wiki/Heraldry
Guilds existed in ancient Rome. They had other names like collegia and associations . But they were guilds all the same. They may not have served the same purpose as medieval guilds though. https://en.m.wikipedia.org/wiki/Associations_in_Ancient_Rome

Brewer's unions don't seem to exist. Although many guilds existed into the 19th century. The brewery is meant to be a factory. Mass produced beer didn't exist until the invention of refrigeration.

I put the water mill into the classical era because it doesn't belong in the Ancient era. Watermills were not invented until late in the Roman empire. That's why I placed it in the engineering tech .

The reason I gave the bakery and the machine factory great artists was because I was trying to balance out the great people. This mod is by no means done. I have plans to add other industries, guilds and unions.

The delicatessen evolved from the oil press that I had in my first mod. I originally had an oil merchants guild. Oil merchants were known to start delicatessens. At the last minute I decided to change it to a butcher's guild. Early delicatessens were more like markets with a variety of food products. But I agree. The butchers guild should only require meat . I will change this .

Some of your ideas are on my to do list. So stay tuned. I was anxious to post this mod so that I could get some feedback on the new game mechanic.
 
Guilds existed in ancient Rome. They had other names like collegia and associations . But they were guilds all the same. They may not have served the same purpose as medieval guilds though. https://en.m.wikipedia.org/wiki/Associations_in_Ancient_Rome

Brewer's unions don't seem to exist. Although many guilds existed into the 19th century. The brewery is meant to be a factory. Mass produced beer didn't exist until the invention of refrigeration.

I put the water mill into the classical era because it doesn't belong in the Ancient era. Watermills were not invented until late in the Roman empire. That's why I placed it in the engineering tech .

The reason I gave the bakery and the machine factory great artists was because I was trying to balance out the great people. This mod is by no means done. I have plans to add other industries, guilds and unions.

The delicatessen evolved from the oil press that I had in my first mod. I originally had an oil merchants guild. Oil merchants were known to start delicatessens. At the last minute I decided to change it to a butcher's guild. Early delicatessens were more like markets with a variety of food products. But I agree. The butchers guild should only require meat . I will change this .

Some of your ideas are on my to do list. So stay tuned. I was anxious to post this mod so that I could get some feedback on the new game mechanic.
Ok. Can you add my mod (https://forums.civfanatics.com/threads/newpolices.608757/) into your mod? :mischief:
 
smiths guild should require iz and workshop not barracks. why would there be a smithy's in a barracks? :eek:
 
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smiths guild should require iz and workshop not barracks. why would there be a smithy's in a barracks? :eek:
The smith's guild requires the barracks to represent the demand for weaponry. The smith's guild also unlocks the forge which enhances units. The prerequisite buildings represent demand for the industry, not the location where it is built. That's what districts are for. The forge is constructed in the industrial zone. The guilds are constructed in the city center. I have no control over where the guilds are constructed. That is unchangeable in LeeS's mod.

The guilds and unions are dummy buildings to link industries like the forge to resources. I don't like dummy buildings so I decided to get creative with them. Hence the guilds and unions. Originally I named the dummy buildings "public demand for food, weapons, art, etc.". But I decided it would look better to keep them as buildings.
 
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It appears that identical yields to the same resource from different buildings doesn't stack. I constructed a Bakery and a Distillery and my city culture total doesn't add up like it should. I have 3 wheat improvements in the city so I should be getting 6 additional culture but it adds up to 3. If anyone can confirm this that would be helpful.
 
Hey UC, love the direction of the SI mod! I can confirm about the no-stack issue. I did a controlled test with only DLC and SI2 running. City with two wheat and no additional tiles improved; bakery (first) bumped culture in city up 2, brewery (second) made zero change. Hope the confirmation helps........ I have encountered my own 'bug'..... Again running a 'clean' trial with DLC+SI2. Guilds (tested glass & writers, though I suspect all in this category are affected) that do not require a building and a resource pre-req, do not generate. My tests included editing the DummyUnlockerResources.xml file to add a resource requirement to glassworks & writers (independent tests) and both built immediately when the resource selected was improved (or next turn if one was already present, I did this mid test-game). My guess is there is something in the .lua file setup that controls this issue, but that one is beyond my ken. Current stop-gap I've used is modifying all 'unlocker' buildings to require at least one resource. I did try a duplicate .lua and set sCustomModId to LeeS_INDUSTRY_2 in that and the RequiresBuildingPreReqORS area of the xml...... this sorta worked, but seemed to cause other havoc, so wasn't the fix I was hoping for. Anyway, hope the input helps, it's early days for round two of SI, but the start is looking really good.

<PS> Forgot to mention, I did not play/test LocalResources vs ImprovedLocalResources, might give some info as to how the lua is behaving (at least to my mind), but was getting late.
 
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...on a happier note... I've encountered the same crash with deep sea mining that plagued the original SI... but found the cause as well

<Row>
<RequirementId>REQUIRES_PLOT_HAS_OCEAN</RequirementId>
<Name>TerrainType</Name>
<Value>TERRAIN_OCEAN</Value>
</Row>

is missing from the data file near line 2325, after

<Row>
<RequirementId>REQUIRES_CITY_HAS_SEA_MINING</RequirementId>
<Name>BuildingType</Name>
<Value>BUILDING_SEA_MINING_FACTORY</Value>
</Row>

.....figured this one out by dissecting the behavior of glassworks. It has the ocean tiles picking up 6 production (at least in my test) so there is still something odd. I didn't change the yield value earlier in the file so it might be a multiplier I'm not spotting somewhere.
 
Hey, just wondering if you could help me out here, every time I start the game it fails back to the main menu. This only happens when I enable this mod. I attached my database.log and I'm using all your mods(plus mods that are needed for compatibility) except your navy needs dockyards as well as AI+, more lenses, better trade screen, and better espionage screen. Even when I only enable this mod the game still fails. Any help would be appreciated.

Edit: Also I use all the dlc.
 

Attachments

Hey, just wondering if you could help me out here, every time I start the game it fails back to the main menu. This only happens when I enable this mod. I attached my database.log and I'm using all your mods(plus mods that are needed for compatibility) except your navy needs dockyards as well as AI+, more lenses, better trade screen, and better espionage screen. Even when I only enable this mod the game still fails. Any help would be appreciated.

Edit: Also I use all the dlc.

I was experiencing problems with LeeS's code and haven't been able to fix it.
 
This is a weird issue i`ve got; both your specialized industry mods wont show up properly but like
LOC_UGSI_NAME
and dont work, even when enabled as only mod.
 
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This is a weird issue i`ve got; both your specialized industry mods wont show up properly but like
LOC_UGSI_NAME
and dont work, even when enabled as only mod.
Both mods need to be updated. I don't have plans to maintain my specialized industry mods at the moment. If and when the developers give us the ability to use resource requirements for buildings I will likely update this.
 
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