Vokarya's Workshop: Buildings

45°38'N-13°47'E;13383318 said:
Looks good to me, except I would add a minimum number of cities required to build it and I would leave the chance to build tactical nukes without warhead factory. That way very small civs won't build advanced nukes but they can build something that has a chance to hit its target because a-bomb gets often shot down before it can be dropped.

OK. I'll fix that. How many cities? Is 6 too low? Number of cities does not scale by map size (unlike number of buildings).
 
45°38'N-13°47'E;13384614 said:
Well, I think we could switch :mad: and :yuck: penalties.

We could, or just go 1 unhappy/1 unhealth. I wanted there to be a stronger unhealth penalty to represent waste, minor accidents, and everything else that goes along with making nuclear weapons.
 
What about introducing a limitation where it could be built? Most warhead silos like this would be built in remote tundra/desert places.
 
OK. I'll fix that. How many cities? Is 6 too low? Number of cities does not scale by map size (unlike number of buildings).

6 sounds good but are you sure it's not scaled by mapsize? I thought it was (I'll run some test).
 
We could, or just go 1 unhappy/1 unhealth. I wanted there to be a stronger unhealth penalty to represent waste, minor accidents, and everything else that goes along with making nuclear weapons.

Sounds good to me; actually it's ok to me to have 2 :yuck: but if people are thinking it's too much... well, it shouldn't be anyway. Especially since unhealtiness isn't really a problem by the time you build it. Is anyone else having problems with 2 :yuck:?
 
What about introducing a limitation where it could be built? Most warhead silos like this would be built in remote tundra/desert places.

We're talking about a factory, not a silo. It's not meant to be placed in desert areas. If you want to place nukes in a desert area, you build forts (and even like that you can't move ICBMs).
 
I think it's supposed to represent the "gray goo" scenario where nanomachines get out of control and reduce everything to mush. It isn't really all that powerful, as it provides only +50% production and +3 health.

Oh, I get the reference, but it just seems far too dangerous for the benefit it provides.
 
45°38'N-13°47'E;13385469 said:
6 sounds good but are you sure it's not scaled by mapsize? I thought it was (I'll run some test).

I checked with Summer Palace on Duel and Gigantic sizes and it was still 8 cities each time. There doesn't seem to be a city count tag for buildings other than <iCitiesPrereq>, which is what Palace and Summer Palace use.
 
I checked with Summer Palace on Duel and Gigantic sizes and it was still 8 cities each time. There doesn't seem to be a city count tag for buildings other than <iCitiesPrereq>, which is what Palace and Summer Palace use.

You're right, I guess it shouldn't be too difficult to scale that value by mapsize so I'll give it a try. After all, I think the same should also apply to other buildings; there's no sense in requiring 8 cities to build a Summer Palace on a Duel size map.

Edit: by the way there's another reason to scale city requirements by mapsize; right now for summer palace you need 8 courthouses which is scaled by mapsize and 8 cities (not scaled), so on a giant map you need 10 courthouses and 8 cities which is clearly absurd.
 
I checked with Summer Palace on Duel and Gigantic sizes and it was still 8 cities each time. There doesn't seem to be a city count tag for buildings other than <iCitiesPrereq>, which is what Palace and Summer Palace use.

Done, I've made it scalable for mapsize in rev783. I'd say to make 8 cities required too for Warhead Factory so it will be like Summer Palace; it's 4 cities on Duel maps and 16 on Gigantic maps. I've used (iBuildingClassPrereqModifier + 50)/100 to scale # of cities prereq.
 
45°38'N-13°47'E;13388444 said:
Done, I've made it scalable for mapsize in rev783. I'd say to make 8 cities required too for Warhead Factory so it will be like Summer Palace; it's 4 cities on Duel maps and 16 on Gigantic maps. I've used (iBuildingClassPrereqModifier + 50)/100 to scale # of cities prereq.

My 1st thought reading this was are you able to build a second Warhead Factory if you have 16 cities? You cannot build a second Summer Palace I believe.
 
My 1st thought reading this was are you able to build a second Warhead Factory if you have 16 cities? You cannot build a second Summer Palace I believe.
That's because Summer Palace is a National Wonder, while Warhead Factory will be a normal building. I've tested that parameter and it works as intended, ie you'll be able to build more WF once you have at least required number of cities
 
45°38'N-13°47'E;13388490 said:
That's because Summer Palace is a National Wonder, while Warhead Factory will be a normal building. I've tested that parameter and it works as intended, ie you'll be able to build more WF once you have at least required number of cities

Just to make things things clear:
The 2nd WF is avaiable at 8, 9 or 16 cities? :crazyeye:
 
Just to make things things clear:
The 2nd WF is avaiable at 8, 9 or 16 cities? :crazyeye:

The second WF is available as soon as you've met requirements for the first one. WF should be available in any 6 size city once you have more than 8 cities (scaled by mapsize), i.e. you can have as many WF as number of cities. Right now I guess this feature is flawed because it requires a size 8 city but no # of cities (you can build it even if you have just 1 city). If it's ok for Vokarya, I'll correct it in the next revision requiring 6 size cities (instead of 8) and requiring at least 8 cities (instead of 0).
 
45°38'N-13°47'E;13389830 said:
The second WF is available as soon as you've met requirements for the first one. WF should be available in any 6 size city once you have more than 8 cities (scaled by mapsize), i.e. you can have as many WF as number of cities. Right now I guess this feature is flawed because it requires a size 8 city but no # of cities (you can build it even if you have just 1 city). If it's ok for Vokarya, I'll correct it in the next revision requiring 6 size cities (instead of 8) and requiring at least 8 cities (instead of 0).

I would say put it at size 8 and 8 cities. I was swapping back and forth between about 3 different versions when I was uploading to make sure I wasn't messing anything up badly and that last change must have fallen through.

Edit: Fixed it myself, and removed the water-crossing ability from Rovers.
 
Kind of sorry/sad to see the +Science taken away from Masada Wonder. I hope it's not the return of the trend "if it's a religious wonder or building it Must have no science or negative science". Which is just plain wrong historically and logically.

JosEPh
 
Kind of sorry/sad to see the +Science taken away from Masada Wonder. I hope it's not the return of the trend "if it's a religious wonder or building it Must have no science or negative science". Which is just plain wrong historically and logically.

JosEPh

It didn't fit in this one case. If it was a scholarly site like Qumran or House of Wisdom, I would definitely have a science bonus. Masada is a fortress, and its effects are already pretty powerful; it combines Angkor Wat (+1 hammer from Priest) and Great Library (+2 free Priest, assuming Priests are roughly balanced against Scientists) so I think more than that is just overkill. I'm also not that fond of "Swiss-Army-Knife" Wonders, and that's what I feel several of the religious wonders are.
 
Question about Masada: does the +1 :hammers: stack with Angkor Wat and State Religion building if you have Apostolic Palace?
 
Question about Masada: does the +1 :hammers: stack with Angkor Wat and State Religion building if you have Apostolic Palace?

To an extent. Masada and Angkor Wat will stack. Apostolic Palace provides hammers to State Religion buildings, not Priests. If the Apostolic Palace is Jewish, then Masada will get +2 hammers from the AP.
 
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