The Kremlin

SadoMacho

spanker of civilizations
Joined
Aug 15, 2006
Messages
811
Location
Flanders, Belgium
A wonder were there has been discussion about before.
A kremlin was in Russia the name for a Castle often combined with a monastary. It was a centre of the religious, cultural and political live in the old Russia. It was propossed to make a UB kremlin that replace castle for Russia giving less maintance costs, but I think this isn't gonna happen( would be nice though)
The Kremlin (= the kremlin of Moskva) was mostly known as the political hart of the Soviet Union, and therefore a symbol of communism.

The current wonder give -33% hurry cost. Most of us will seen the old soviet communism as a combination of the civics police state and state property and nationhood making the Kremlin a useless wonder for commi states. A bit unhistorical, IMO
We could fix this in 2 way:
1. Give state property a hurry way (like slavery)
2. change the wonder FX

I would like to see the 2nd option.
*A nice FX would be that you get the line of sight of all cities under state property when you are under state property (some sort of holy shrine of state property civic) but this will be hard to code, I think.
*An other option could be that it gives +50% gold and hammer and it needs a palace in the city. This would make it look like a bureaucracy (like the soviet union was) without the civic enabled.

other ideas, thoughts?
 
Use it with Slavery, like Stalin did =p

But i think this could have some other effect... :) i always build the Kremlin as America ( and never saw it in Russia )
 
I made the Kremlin available with Music/Philosophy and give +2:espionage: for every specialist. Now I'm having trouble in regard what wonder would actually lower the hurry costs. :crazyeye:
 
Go with the Three Gorges Dam. Its normal effect is always useless to my empire by the time it is available.
 
Since when dose the Three Gorges Dam reduce the cost of building something???:crazyeye:

Hydro plants are also useless. By the time you're able to build them all your cities have coal plants. They dont even get rid of the 2 :yuck:. Anyone know how I could change that???
 
Deego, you must build coal plants only in cities without rivers, and wait until hydro plants for cities with rivers, that's how you keep them from getting 2 unhealthy.
 
I think that both wonders have a weary nice effect and the effect should not be changed.
The -33% hurry cost meens that it takes 1/3 less gold to buy a unit or building when runing Universal Sufarage and this makes the Kremlin a Must have wonder for my empire.
The same thing is with the dam. It gives you free power plants and when you are runing a empire (Playing as China I can conquer Japan, kmer and western India usualy) and not many cities will have rivers but they will all get the hydro plant.
 
I think that both wonders have a weary nice effect and the effect should not be changed.
The -33% hurry cost meens that it takes 1/3 less gold to buy a unit or building when runing Universal Sufarage and this makes the Kremlin a Must have wonder for my empire.

I already know that, but I still haven't managed to figure out which wonder I should give the effect instead. I was thinking about WTC (unlocked with Steel and Corporations?) but I haven't found building or button graphics good enough for it. I tried Rise of Mankind, History in the Making and Thomas' War mods, but all the art files are compressed to FPK art files! :crazyeye: Finding the individual graphics used in some of their stuff would be nice, all the more if I could figure out how to add more buildings to BuildingInfos.xml without replacing old buildings or have them be counted as Embassies...
 
I already know that, but I still haven't managed to figure out which wonder I should give the effect instead. I was thinking about WTC (unlocked with Steel and Corporations?) but I haven't found building or button graphics good enough for it. I tried Rise of Mankind, History in the Making and Thomas' War mods, but all the art files are compressed to FPK art files! :crazyeye: Finding the individual graphics used in some of their stuff would be nice, all the more if I could figure out how to add more buildings to BuildingInfos.xml without replacing old buildings or have them be counted as Embassies...

To add new buildings, simply copy a old building in the BuildingInfos.xml file and edit the apropriate fields. Just remeber to add a entry for it's BuildingClass in the appropriate .xml file.
To unpack .FPK files, you can find some tools on the forum here, but I prefer not to.

You will find that since you are barowing models it's better just to copy over the artDefines from the .xml and copy the entire FPK, you newer know when you are going to need all the other models.

And I don't see the point of changing the effect. It is perfect for what the Kremlin stood for during the ages. Not only in the Soviet era but all the time, the dam fortres in the middle of Moscow was used (when ever Moscow was the capital) as the administrative center of the entire Empire. And as such, giving a discout to the administrative proces of sending money to the appropreate sectors to pay workers to work better is the perfect bonus for it.
 
To add new buildings, simply copy a old building in the BuildingInfos.xml file and edit the apropriate fields. Just remeber to add a entry for it's BuildingClass in the appropriate .xml file.
To unpack .FPK files, you can find some tools on the forum here, but I prefer not to.

You will find that since you are barowing models it's better just to copy over the artDefines from the .xml and copy the entire FPK, you newer know when you are going to need all the other models.
Thanks for the info, but I already know that much XML. Besides, have you tried doing this on RFC? The building, even after adding an individual building class for it, will be counted as an embassy. "Requires at least 10:espionage: against this civilization" and such. I don't remember for certain if I've tried adding a building class before the embassy portions, but I recall doing that and as result having the wonder in question being turned into an 'embassy' as well. The embassies following that one were distorted to act as other civilizations' embassies so that didn't really help me.
 
IIRC, this is because of the Consts.py. Every building has a number, and all these buildings are linked to a function. So new buildings become embassies automatically. I don't know in which file this code is, though it should be in there somewhere.
 
IIRC, this is because of the Consts.py. Every building has a number, and all these buildings are linked to a function. So new buildings become embassies automatically. I don't know in which file this code is, though it should be in there somewhere.

That should help somewhat. Thanks for the hint.
 
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