Transportation Mod

Hydromancerx

C2C Modder
Joined
Feb 27, 2008
Messages
16,281
Location
California, USA
Ideas for a transpiration themed mod ...

Spoiler :
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Steamboat Port (Req Steam Power)

Req Resource: Coal
Req Location: River

Obsolete: Combustion

Special Abilities
  • +2% Trade Route Yield per River Tile in City Radius
  • +1 :) from Alcohol
  • River Port can Upgrade to Steamboat Port

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Railroad Station (Req Railroad)

Req Resource: Steel, Coal

Obsolete: Magnetic Levitation

Special Abilities
  • +2% Trade Route Yield per Railroad Tile in City Radius
  • +2% Production per Railroad Tile in City Radius
  • +2 Health with Green Civic
  • Upgrades to Monorail Station

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Monorail Station (Req Magnetic Levitation)

Req Resource: Electricity

Obsolete: Teleporation

Special Abilities
  • +5% Trade Route Yield per Monorail Tile in City Radius
  • +5% Production per Monorail Tile in City Radius
  • +2 Health with Green Civic

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Grand Central Station (Req Railroad) [Great Wonder]
Culture: +4
Great People: +2

Req Resource: Steel, Coal

Obsolete: Magnetic Levitation

Special Abilities
  • Free Railroad Station in Every City.
  • City more likely to generate Great Engineer.

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Department of Motor Vehicles (Req Motorized Transportation)
Unhappy: +1

Obsolete: Skyroads

Special Abilities
  • +10% Maintenance
  • Free Urban Tactics I Promotion for Wheeled Units
  • +10% Production for Wheeled Units

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Gas Station (Req Motorized Transportation)
Unhealthiness: +2

Req Resource: Oil Products

Obsolete: Skyroads

Special Abilities
  • +2% Trade Route Yield per Highway Tile in City Radius
  • +2% Production per Highway Tile in City Radius
  • +2% Trade Route Yield per Highway Tile in City Radius with Automated Traffic
  • +2% Production per Highway Tile in City Radius with Automated Traffic
  • +2 Health with Green Civic
  • Upgrades to Ethanol Station
  • Upgrades to Skyroad Station

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Ethanol Station (Req Biofuels)

Req Resource: Biofuel

Obsolete: Skyroads

Special Abilities
  • +5% Trade Route Yield per Highway Tile in City Radius
  • +5% Production per HighwayTile in City Radius
  • +2% Trade Route Yield per Highway Tile in City Radius with Automated Traffic
  • +2% Production per Highway Tile in City Radius with Automated Traffic
  • +2 Health with Green Civic
  • Upgrades to Skyroad Station

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Bus Station (Req Mass Transit)
Health: +1

Req Resource: Oil Products OR Biofuel

Obsolete: Skyroads

Special Abilities
  • +2% Trade Route Yield per Highway Tile in City Radius
  • +2% Production per Highway Tile in City Radius
  • +2% Trade Route Yield per Highway Tile in City Radius with Automated Traffic
  • +2% Production per Highway Tile in City Radius with Automated Traffic
  • +2 Health with Green Civic
  • Upgrades to Skyroad Station

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Skyroad Station (Req Skyroads)

Req Resource: ?

Obsolete: Teleporation

Special Abilities
  • +10% Trade Route Yield per Jump Plane Tile in City Radius
  • +10% Production per Jump Plane Tile in City Radius
  • +2 Health with Green Civic

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Carpool Ordinance (Req Motorized Transportation) [National Project]

Obsolete: Teleporation

Special Abilities
  • +1 Health in Every City
  • +2% Trade Route Yield in Every City
  • +2% Production in in Every City

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Feel free to adjust the stats. These are just ideas.
 
I had the Monorail more as a tourist attraction in my plans for World 2009, seeing as a full on one would be tremendously expensive to maintain.

Monorail
750 :hammers:
Requires power
+1 :traderoute:
+3 :)
+3 :commerce:
+6 :culture:
+15% maintenance

Course, you'd have to rebalance, as my plan had far less buildings than RoM and was focused on one era. Just a suggestion. A possible rebalance could be:

Monorail
500 :hammers:
Requires power
+1 :)
+2 :commerce:
+2.25 :culture:
+15% maintenance
+1 :) with Green
 
Spoiler :
Transportation Mod

This is a mod request for "A New Dawn". I do not really care which modder adopts this as long as it eventually makes it into AND. Here are my ideas ...

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Steamboat Port (Req Steam Power)

Req Resource: Coal
Req Location: River

Obsolete: Combustion

Special Abilities
  • +2% Trade Route Yield per River Tile in City Radius
  • +1 :) from Alcohol
  • River Port can Upgrade to Steamboat Port

-----

Railroad Station (Req Railroad)

Req Resource: Steel, Coal

Obsolete: Magnetic Levitation

Special Abilities
  • +2% Trade Route Yield per Railroad Tile in City Radius
  • +2% Production per Railroad Tile in City Radius
  • +2 Health with Green Civic
  • Upgrades to Monorail Station

-----

Monorail Station (Req Magnetic Levitation)

Req Resource: Electricity

Obsolete: Teleporation

Special Abilities
  • +5% Trade Route Yield per Monorail Tile in City Radius
  • +5% Production per Monorail Tile in City Radius
  • +2 Health with Green Civic

-----

Grand Central Station (Req Railroad) [Great Wonder]
Culture: +4
Great People: +2

Req Resource: Steel, Coal

Obsolete: Magnetic Levitation

Special Abilities
  • Free Railroad Station in Every City.
  • City more likely to generate Great Engineer.

-----

Automobile Factory (Req Motorized Transportation, Assembly Line)
Unhealthiness: +1

Req Resource: Steel, Oil Products

Obsolete: Skyroads

Special Abilities
  • +10% Production
  • +30% Production with Electrcity
  • +10% Production for Wheeled Units
  • Can turn 2 Citizens into Engineer
  • +1 Unhealthy from Coal, Oil

-----

Gas Station (Req Motorized Transportation)
Unhealthiness: +2

Req Resource: Oil Products

Obsolete: Skyroads

Special Abilities
  • +2% Trade Route Yield per Highway Tile in City Radius
  • +2% Production per Highway Tile in City Radius
  • +2% Trade Route Yield per Highway Tile in City Radius with Automated Traffic
  • +2% Production per Highway Tile in City Radius with Automated Traffic
  • +2 Health with Green Civic
  • Upgrades to Ethanol Station
  • Upgrades to Skyroad Station

-----

Ethanol Station (Req Biofuels)

Req Resource: Biofuel

Obsolete: Skyroads

Special Abilities
  • +5% Trade Route Yield per Highway Tile in City Radius
  • +5% Production per HighwayTile in City Radius
  • +2% Trade Route Yield per Highway Tile in City Radius with Automated Traffic
  • +2% Production per Highway Tile in City Radius with Automated Traffic
  • +2 Health with Green Civic
  • Upgrades to Skyroad Station

-----

Bus Station (Req Mass Transit)
Health: +1

Req Resource: Oil Products OR Biofuel

Obsolete: Skyroads

Special Abilities
  • +2% Trade Route Yield per Highway Tile in City Radius
  • +2% Production per Highway Tile in City Radius
  • +2% Trade Route Yield per Highway Tile in City Radius with Automated Traffic
  • +2% Production per Highway Tile in City Radius with Automated Traffic
  • +2 Health with Green Civic
  • Upgrades to Skyroad Station

-----

Skyroad Station (Req Skyroads)

Req Resource: ?

Obsolete: Teleporation

Special Abilities
  • +10% Trade Route Yield per Jump Plane Tile in City Radius
  • +10% Production per Jump Plane Tile in City Radius
  • +2 Health with Green Civic

-----

Carpool Ordinance (Req Motorized Transportation) [National Project]

Obsolete: Teleporation

Special Abilities
  • +1 Health in Every City
  • +2% Trade Route Yield in Every City
  • +2% Production in in Every City

-----

Feel free to adjust the stats. These are just ideas.

If I had examples of those things in use (+x% Trade Route Yield per River Tile in City Radius & +x% Trade Route Yield per [route] Tile in City Radius & +x% Trade Route Yield in Every City
also the tags need to be implemented)
also the carpool ordinance thing is weak unless you had it like the satellites in the game
 
If I had examples of those things in use (+x% Trade Route Yield per River Tile in City Radius & +x% Trade Route Yield per [route] Tile in City Radius & +x% Trade Route Yield in Every City
also the tags need to be implemented)

Well it would use the same code as the Resource Refinement Mod, except rather than trying to locate a resource in the "City Vicinity" it would look for how many tiles in the "City Vicinity" would have x "road" improvement. Thus over time as "road" improvements get re-worked the buildings would either gain or loose their effectiveness.

also the carpool ordinance thing is weak unless you had it like the satellites in the game

Feel free to beef it up. I wanted it to be less than a normal wonder but not quite a building. Since AND really needs some more "ordinances" like they have in sim city. Except these would be national rather than local.
 
Hey hydromancer, i remember you from gamingsteve. You went to E3 awhile back, lucky.
 
I'm thinking Carpool Ordinance would be a National Project that would allow you to build carpool lanes in your cities which give
+2% Trade Route Yield in Every City
+2% Production in in Every City
 
Hey hydromancer, i remember you from gamingsteve. You went to E3 awhile back, lucky.

Yep E3 06. :D It was awesome since I got to go to the back room and try a demo of the Spore Creature Creator a long time before it came out. Also I got to visit the Spore studios in Emeryville for Spore Community Day back in August 08. Those were some good times. :D

On a related note did you know that Soren Johnson left Firaxis Games to work on Spore during its development?
 
Really? I didn't know, not surprising though seeing as the two games aim for similar goals. Sadly I don't play spore anymore, didn't meet the hype. Just playing this and darkfall. Though I still check the forums for JOAC and the one flisch has. On topic though, those are really good ideas but to me the increased trade yeild is alot. I'm fine with the production increase, that'll motivate me to actually build it. The increase in trade seems to big IMO
 
Really? I didn't know, not surprising though seeing as the two games aim for similar goals. Sadly I don't play spore anymore, didn't meet the hype. Just playing this and darkfall. Though I still check the forums for JOAC and the one flisch has. On topic though, those are really good ideas but to me the increased trade yeild is alot. I'm fine with the production increase, that'll motivate me to actually build it. The increase in trade seems to big IMO

So your thinking that it should only befor production and not trade? Or should it still have trade but at a lower %?
 
So your thinking that it should only befor production and not trade? Or should it still have trade but at a lower %?

Yeah my opinion is to make it 1% for railroads, and 2% for monorail, 3% for highways and 5% for jump lanes. The production is fine imo.
 
Wheelwright -> Carriage Builder -> Automobile Factory

Wheelwright
Requires: Wheel
Obsolete: Cavalry Tactics

Carriage Builder
Requires: Metallurgy
Obsolete: Armored Vehicles

Automobile Factory
Requires: Motorized Transportation
Obsolete: Skyroads

Automobile Factory (Req Motorized Transportation, Assembly Line)
Unhealthiness: +1
Req Resource: Steel, Oil Products
Produces: "Automobiles"
Obsolete: Skyroads
+10% Production
+30% Production with Electrcity
+10% Production for Wheeled Units
Can turn 2 Citizens into Engineer
+1 Unhealthy from Coal, Oil

Reposting these here so I don't forget.

Note these stats may or may not be in the final product.
 
Damn it. :cringe:
I was just planning a Railroad Mod because the significance of railroad isn't as powerfull as I like it to be.

Well... less work for me, then :whew: :p

But after all, your ideas is way better than mine, and as far as I can understand it will be in AND. :goodjob::yeah:
 
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