Technological/Education Property

There are a number of buildings where Education would be better than :science: as output, I am teching far too fast at a new tech every 3 turns in the Renaissance.
 
There are a number of buildings where Education would be better than :science: as output, I am teching far too fast at a new tech every 3 turns in the Renaissance.

Education will probably replace some science in certain buildings.

Science : Research /Labs (source)
Education : Learning / Schooling (spread)



Education power for a building would be:

1. how much does it spread general knowledge.

2. Level of schooling required to work in that building. Doctor Office would require higher education than Supermarket.

Future Goals.
Make Education a Commerce.

Every 10 Education reduces Crime by 1.

The Operation Limit is 10 million, but I might lower it to 10,000.

It will have
Min value : Building requires X education to be created.

Max value : at limit, Techs can obsolete buildings.

Hypothetical example :

Library
Requires 50 education.
Replaced By Digital Library.

How much education per X axis? Education stats?

I am going to leave that to Hydromancerx and see what guidelines he uses.

It can either be "special" that requirements are small.

Library
50 education
1000 hammers


Or "standard" that it follows adding like Hammers.

Library
500 education
1000 hammers.

We have to decide the "currency" worth of education. I vote to make it special, about 10x less than hammers as a guide.
 
Ok thaks to platyping I foundout we have <Civ4CommerceInfo.xml

Of Interest:
Research has an AI Weight of 125.

Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jesse Smith (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Commerce Infos -->
<Civ4CommerceInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
	<CommerceInfos>
		<CommerceInfo>
			<Type>COMMERCE_GOLD</Type>
			<Description>TXT_KEY_COMMERCE_GOLD</Description>
			<iInitialPercent>0</iInitialPercent>
			<iInitialHappiness>0</iInitialHappiness>
			<iAIWeightPercent>100</iAIWeightPercent>
			<bFlexiblePercent>0</bFlexiblePercent>
			<Button>Art/Interface/Buttons/Process/ProcessWealth.dds</Button>
		</CommerceInfo>
		<CommerceInfo>
			<Type>COMMERCE_RESEARCH</Type>
			<Description>TXT_KEY_COMMERCE_RESEARCH</Description>
			<iInitialPercent>100</iInitialPercent>
			<iInitialHappiness>0</iInitialHappiness>
			<iAIWeightPercent>[COLOR="RoyalBlue"]125[/COLOR]</iAIWeightPercent>
			<bFlexiblePercent>1</bFlexiblePercent>
			<Button>Art/Interface/Buttons/Process/ProcessResearch.dds</Button>
		</CommerceInfo>
		<CommerceInfo>
			<Type>COMMERCE_CULTURE</Type>
			<Description>TXT_KEY_COMMERCE_CULTURE</Description>
			<iInitialPercent>0</iInitialPercent>
			<iInitialHappiness>10</iInitialHappiness>
			<iAIWeightPercent>25</iAIWeightPercent>
			<bFlexiblePercent>0</bFlexiblePercent>
			<Button>Art/Interface/Buttons/Process/ProcessCulture.dds</Button>
		</CommerceInfo>
		<CommerceInfo>
			<Type>COMMERCE_ESPIONAGE</Type>
			<Description>TXT_KEY_ESPIONAGE_CULTURE</Description>
			<iInitialPercent>0</iInitialPercent>
			<iInitialHappiness>0</iInitialHappiness>
			<iAIWeightPercent>25</iAIWeightPercent>
			<bFlexiblePercent>1</bFlexiblePercent>
			<Button>Art/Interface/Buttons/Process/ProcessCulture.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,16</Button>
		</CommerceInfo>
		[COLOR="RoyalBlue"]<CommerceInfo>
			<Type>COMMERCE_EDUCATION</Type>
			<Description>TXT_KEY_ESPIONAGE_CULTURE</Description>
			<iInitialPercent>0</iInitialPercent>
			<iInitialHappiness>0</iInitialHappiness>
			<iAIWeightPercent>25</iAIWeightPercent>
			<bFlexiblePercent>1</bFlexiblePercent>
			<Button>Art/Interface/Buttons/Process/ProcessCulture.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,16</Button>
		</CommerceInfo>[/COLOR]
	</CommerceInfos>
</Civ4CommerceInfo>

jbx1BKzDq59vOp.png
 
oK, I Have No Python Experience, But This seems logical sense to me.



http://civ4bug.sourceforge.net/PythonAPI/index.html



CvDllTranslator
add:
aIconMap[L"[ICON_EDUCATION]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_EDUCATION).getChar());

Code:
	aIconMap[L"[ICON_GOLD]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_GOLD).getChar());
	aIconMap[L"[ICON_RESEARCH]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_RESEARCH).getChar());
	aIconMap[L"[ICON_CULTURE]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_CULTURE).getChar());
	aIconMap[L"[ICON_ESPIONAGE]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_ESPIONAGE).getChar());
	[COLOR="RoyalBlue"]aIconMap[L"[ICON_EDUCATION]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_EDUCATION).getChar());
[/COLOR]


CvEnums
ADD:
COMMERCE_EDUCATION,

Code:
enum CommerceTypes					// Exposed to Python
{
	NO_COMMERCE = -1,

	COMMERCE_GOLD,
	COMMERCE_RESEARCH,
	COMMERCE_CULTURE,
	COMMERCE_ESPIONAGE,
	[COLOR="RoyalBlue"]COMMERCE_EDUCATION,[/COLOR]

aDD:
EDUCATION_CHAR,
Code:
enum FontSymbols					// Exposed to Python
{
	// 'OTHER' symbols
	HAPPY_CHAR = 0,
	UNHAPPY_CHAR,
	HEALTHY_CHAR,
	UNHEALTHY_CHAR,
	BULLET_CHAR,
	STRENGTH_CHAR,
	MOVES_CHAR,
	RELIGION_CHAR,
	STAR_CHAR,
	SILVER_STAR_CHAR,
	TRADE_CHAR,
	DEFENSE_CHAR,
	GREAT_PEOPLE_CHAR,
	BAD_GOLD_CHAR,
	BAD_FOOD_CHAR,
	EATEN_FOOD_CHAR,
	GOLDEN_AGE_CHAR,
	ANGRY_POP_CHAR,
	OPEN_BORDERS_CHAR,
	DEFENSIVE_PACT_CHAR,
	MAP_CHAR,
	OCCUPATION_CHAR,
	POWER_CHAR,
	[COLOR="RoyalBlue"]EDUCATION_CHAR,[/COLOR]


CyEnumsInterface
add:
.value("COMMERCE_ESDUCATION", COMMERCE_EDUCATION)
Code:
python::enum_<CommerceTypes>("CommerceTypes")
		.value("COMMERCE_GOLD", COMMERCE_GOLD)
		.value("COMMERCE_RESEARCH", COMMERCE_RESEARCH)
		.value("COMMERCE_CULTURE", COMMERCE_CULTURE)
		.value("COMMERCE_ESPIONAGE", COMMERCE_ESPIONAGE)
	[COLOR="RoyalBlue"]	.value("COMMERCE_EDUCATION", COMMERCE_EDUCATION)[/COLOR]
		.value("NUM_COMMERCE_TYPES", NUM_COMMERCE_TYPES)
		;
add:
.value("EDUCATION_CHAR", EDUCATION_CHAR)
Code:
python::enum_<FontSymbols>("FontSymbols")
		.value("HAPPY_CHAR", HAPPY_CHAR)
		.value("UNHAPPY_CHAR", UNHAPPY_CHAR)
		.value("HEALTHY_CHAR", HEALTHY_CHAR)
		.value("UNHEALTHY_CHAR", UNHEALTHY_CHAR)
		.value("BULLET_CHAR", BULLET_CHAR)
		.value("STRENGTH_CHAR", STRENGTH_CHAR)
		.value("MOVES_CHAR", MOVES_CHAR)
		.value("RELIGION_CHAR", RELIGION_CHAR)
		.value("STAR_CHAR", STAR_CHAR)
		.value("SILVER_STAR_CHAR", SILVER_STAR_CHAR)
		.value("TRADE_CHAR", TRADE_CHAR)
		.value("DEFENSE_CHAR", DEFENSE_CHAR)
		.value("GREAT_PEOPLE_CHAR", GREAT_PEOPLE_CHAR)
		.value("BAD_GOLD_CHAR", BAD_GOLD_CHAR)
		.value("BAD_FOOD_CHAR", BAD_FOOD_CHAR)
		.value("EATEN_FOOD_CHAR", EATEN_FOOD_CHAR)
		.value("GOLDEN_AGE_CHAR", GOLDEN_AGE_CHAR)
		.value("ANGRY_POP_CHAR", ANGRY_POP_CHAR)
		.value("OPEN_BORDERS_CHAR", OPEN_BORDERS_CHAR)
		.value("DEFENSIVE_PACT_CHAR", DEFENSIVE_PACT_CHAR)
		.value("MAP_CHAR", MAP_CHAR)
		.value("OCCUPATION_CHAR", OCCUPATION_CHAR)
		.value("POWER_CHAR", POWER_CHAR)
	[COLOR="RoyalBlue"]	.value("EDUCATION_CHAR", EDUCATION_CHAR)[/COLOR]
		.value("MAX_NUM_SYMBOLS", MAX_NUM_SYMBOLS)
		;

I think Fontsymbols is

StrategyOnly shield your eyes :lol::lol:
Spoiler :
jR3HhKJHTPNO9.png
 
Lol I have no idea what I am doing. For now Education Property will be like Crime, disease etc. I do have a question, where do we put the art defines for properties?
 
I think it's where you told SO to shield his eyes. Andy's tutorial documents where and how to add the symbol somewhere.

I'll look.

Thanks to God-Emperor the correct manner to have Education be added by Techs is

Code:
<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_EDUCATION</PropertyType>
					<iAmountPerTurn>1</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_TECH</GOMType>
				   			<ID>TECH_CHIEFDOM</ID>
						</Has>
					</Active>
				</PropertySource>
			</PropertyManipulators>

So all I need is to do the Art Defines and Education Property will be ready. I am 99.9% sure we as a mod team are going to tweak it effects.
 
Not sure this is right. Better education just makes crims better at crime or doing crime that requires better planning or is more difficult to find out about.

Maybe we can make high education levels obsolete some Crimes with the expression system. Like Pickpocketing can't exsist if education is over 100.

Not sure if this is right though. Not everyone will be smart just the general education is high.
 
Maybe we can make high education levels obsolete some Crimes with the expression system. Like Pickpocketing can't exsist if education is over 100.

Not sure if this is right though. Not everyone will be smart just the general education is high.

Hmm. Your on to something. But not directly like that. I think that education level should also trigger auto-build buildings that can reduce crime, flammability and disease. Such as people learning to wash their hands or read signs, etc.

Sim City (2013) has this in their game where the more educated you population is the smarter they act and thus Crimes and Fires go down and Heath goes up.

We also may want to have them dislike oppressive government types the more educated they get. Thus wanting freedoms and not tolerating tyrannical rule. Thus we could add some revolution property to the auto-buildings and maybe even some straight :) or :mad: from civics.
 
We also may want to have them dislike oppressive government types the more educated they get. Thus wanting freedoms and not tolerating tyrannical rule. Thus we could add some revolution property to the auto-buildings and maybe even some straight :) or :mad: from civics.

We could also go a little bit Anno like and make luxus resources like normal resources. For example:

Salt (in ancient times):
+1 :) if Education is <50
Nothing if education is 50<x<100 (and nothing if it is not available)
- 1:mad: if not available if Education is >100

You don't really need to seperate this per era since the education will gradually grow over time.
 
I always though there were to much :) and :health: in the later game, but right now I play with Rev on and I really see my people starving in the industrial Era with due to high :yuck: from diseases and Pollution. Nice! :goodjob:

So maybe this Anno-thing can get rid of the overwhelming :) because that is absolutely no troublen (even though I haven't had build a single wonder).
 
The only issue I have with Properties is that instead of showing (with Chiefdom ) or (with Vegetables) it should say (with Tech Chiefdom) or (with Vegetables Resource ) but it can be fixed lol .

It would be needed so people don't get lost trying to figure out if it means Tech Chiefdom or Civic Chiefdom.

I also recommend that the property text be color coded with a light purple or light blue to make it prettier, and obvious it's from a property.
 
I like where you going with this. And yes I agree that the Anno series has some great ideas that we can translate into C2C.

And I agree that it would not have to be done by era.

Education, Entertainment, Luxury, and Tourism are going to have the same currency value.

Cost divided by 100 is the general value of them.

If a building takes 500 :hammers: it will generate 5.
Buildings with less than 100 :hammers: will generate 1.

Buildngs that need Points to be built, the points are cost divided by 20. We will wait for this for a bit, but we can do generation.

Note: It's currently at 1 point with population a turn.
What are your thoughts about this?
 
So how should the Education Property effect :science: in educational buildings?

For instance should Elementary School give no :science: but all Education Property instead? Or should they still give like +1 :science: so they still show up under the :science: filter but are not :science: power houses.

Also we will need to know how much education specific buildings will need to be built.

Here are the buildings in my Health and Science mods. I suspect they will be the main buildings that will be effected.

Health Mod
Spoiler :
- Acupuncturist's Shop
- Almshouse
- Ancient Embalmer
- Animal Shelter
- Barber Shop
- Body Exchnage Clinic (Advaned Stats)
- Day Care Center
- Dentist
- Doctor's Office (Advaned Stats)
- Field Hospital
- Foundling Hospital (Advaned Stats)
- Graveyard (Advanced Stats)
- Healer's Hut (Advaned Stats)
- Health (Medical Daabase)
- Healing Clay
- Herbalist (Advaned Stats)
- Hospital (Advaned Stats)
- Hostel
- Insane Asylum
- Laser Eye Surgery Clinic
- Meal Center
- Medical Center (Advanced Stats)
- Modern Embalmer
- Mousoleum (Advanced Stats)
- Mud Bath
- National Medical Database
- Optometrist
- Orphanage
- Pharmacy (Advanced Stats)
- Plague Hospital (Advaned Stats)
- Plastic Surgery Clinic
- Red Cross (Advaned Stats)
- Rehabilitation Center
- Research Hospital (Advaned Stats)
- Retirement Home
- Soap Factory
- Soap Maker
- Sweat Lodge
- Youth Center


Science Mod
Spoiler :
- Accelorator (Advaned Stats)
- Alchmeist's Lab (Advanced Stats)
- Animal Testing Lab
- Anthropology Lab
- Archaeology Lab
- Astrobiology Lab
- Astrology School
- Biological Warfare Lab (Adavned Stats)
- Biology Lab
- Calligraphy School
- Cartographer's Shop
- Chemistry Lab
- Cheomseongdae (Advanced Stats)
- City College
- Civil Servant's School (Advanced Stats)
- Copernicus's Observatory (Advanced Stats)
- Computer Networks (Advanced Stats)
- Creation Myth
- Counting Sticks
- Deep Sea Lab
- Deep Space Research Insitute (Advaned Stats)
- Department of Education
- Einstien's Lab
- Elementary School (Advanced Stats)
- Engineering School
- Gen Farming Lab
- Geology Lab
- High School
- Ho Trai Library (Advaned Stats)
- Inventor's Workshop
- Knowledge Inheritance (Advanced Stats)
- Learning Center
- Library (Advanced Stats)
- Marine Biology Lab
- Mathematics Academy
- Matter Decompliler (Advaned Stats)
- Metorite Lab
- Microbiology Lab
- Military School
- Mission to Challenger Deep
- Mission to Earth's Core
- Museum (Advanced Stats)
- National Archives (advaned Stats)
- National Library (Advaned Stats)
- National Science Foundation
- Newton's University (Advanced Stats)
- Observatory (Advanced Stats)
- Online University
- Oxford University (Advaned Stats)
- Paleontology Lab
- Physics Lab
- Planetarium
- Private School
- Propaganda Office
- Quantum Lab (Advaned Stats)
- Radio Telescope (Advaned Stats)
- Research Insitute (Advaned Stats)
- Robotics Lab
- Salon (Advaned Stats)
- School Bus Station
- School of Scribes (Advanced Stats)
- Science Symposium
- Silicon Valley (Advanced Stats)
- Smithsonian Institution
- Stargazer's Hut
- Subterranean Lab
- Tally Stone
- Telephone Networks (Advanced Stats)
- The Great Library (Advaned Stats)
- University (Advanced Stats)
- University of Sankore (Advanced Stats)
- Vacine Lab
- Volcanology Lab


There are also a LOT of labs in Faustmouse's mods too.
 
Hmm... it looks like it may solve "renaissance era in 800 AD" problem.
 
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