Vokarya's Workshop: Buildings

@ Sogroon, Brings back a scene etched into my mind from long ago of Russian tanks being attacked by civilians using Molotov cocktails on the city streets of your capitol city. I thought they were the bravest people! defending their city with any weapon they could find. I always get a picture of that in my head whenever the Hungarian People are mentioned. Something I admire greatly.
 
Back to the topic: buildings.

Just an idea about elder's council. Maybe it could be joined into the village hall line, so it wouldn't lead to nowhere. After all its role is the same as of the village hall line to look after the things of a community.
 
Back to the topic: buildings.

Just an idea about elder's council. Maybe it could be joined into the village hall line, so it wouldn't lead to nowhere. After all its role is the same as of the village hall line to look after the things of a community.

It's part of the printing line now. Elder Council (+1 or 2 Sci) is replaced by School of Scribes (+3 Sci), then by Printer (+5 Sci), then by Publishing House (+7 Sci). We did that a while back. I do need to change Scriptorum so that it doesn't obsolete until after Printer is available.
 
Here is the Omnifactory. It is a very late Transhuman Era building with two purposes: be a proper civic building for the Post-Scarcity civic and be a capstone replacing a lot of earlier production buildings. I assigned it to the Planetary Economics tech as I felt PE was very underserved; it currently offers only the ability to build Hybrid Forests directly (they can upgrade from Treefarms at Ecological Engineering) and some bonuses to Treefarms and Geothermal Factories.

As Post-Scarcity represents the end of scarcity of resources, the Omnifactory produces a copy of most major manufactured resources. I left off the Hit resources (creativity is not included), and I left off Nanobots and Replicators as they are required to build the Omnifactory. I don't want to cause a loop here.
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The reason for having such a huge % hammer bonus from Omnifactory is because of all the buildings it replaces. Omnifac is a replacement for Forge, Foundry, Factory, Steel Mill, Oil Refinery, Arsenal, Manufacturing Plant, Industrial Robots, and Advanced Quality Control. If you add them all up, the actual hammer increase from Omnifac is only 25% (less up to 6 hammers from Forge/Foundry having Copper/Iron/Lead, but plus whatever you get back from no longer needing a Citizen to work Foundry). Keep in mind this will only appear in the late Transhuman Era, so by that time you should have ways to help out any city that needs assistance to build the Omnifac.
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It's part of the printing line now. Elder Council (+1 or 2 Sci) is replaced by School of Scribes (+3 Sci), then by Printer (+5 Sci), then by Publishing House (+7 Sci). We did that a while back. I do need to change Scriptorum so that it doesn't obsolete until after Printer is available.

I just forgot that it's already part of an other line :blush:
Though the name "Council" suggest for me an administrative building, rather than scholar one. But it's no biggie.

Here is the Omnifactory. It is a very late Transhuman Era building with two purposes: be a proper civic building for the Post-Scarcity civic and be a capstone replacing a lot of earlier production buildings.
Is that really good? :confused: I mean once you have replaced all the other buildings with Omnifactory, you don't have the choice to switch out of Post-Scarcity without losing all your production.
 
Is that really good? :confused: I mean once you have replaced all the other buildings with Omnifactory, you don't have the choice to switch out of Post-Scarcity without losing all your production.

That's kinda the point of Post-Scarcity. It's supposed to be the end all others economic civic. Once you switch to it you aren't supposed to switch back.
 
That's kinda the point of Post-Scarcity. It's supposed to be the end all others economic civic. Once you switch to it you aren't supposed to switch back.

Viva transhumanism!
 
That's kinda the point of Post-Scarcity. It's supposed to be the end all others economic civic. Once you switch to it you aren't supposed to switch back.

Kinda like how you're not supposed to switch back into Barter after you first leave it :lol:


Though I think it's possible to get locked out of Post-Scarcity via the United Nations... Isn't Environmentalism (Green) in the same civic category?
 
Is that really good? :confused: I mean once you have replaced all the other buildings with Omnifactory, you don't have the choice to switch out of Post-Scarcity without losing all your production.

If you switch to some other civic, your old buildings will come back. If a building that is replacing another stops working, then the old buildings reactivate. For example, if you have been building up from Telegraph Office to Telephone Network to Communication Tower to Network Node and you lose power for several turns, the city will fall back one building per turn (the game only apparently checks requirements once per turn) until it lands at the Telegraph Office that doesn't require power.
 
Kinda like how you're not supposed to switch back into Barter after you first leave it :lol:


Though I think it's possible to get locked out of Post-Scarcity via the United Nations... Isn't Environmentalism (Green) in the same civic category?

Yeah. Personally I think the locked civics need an overhaul. For example Paradise instead of Subsidized needs the health care one that gets locked.
 
Kinda like how you're not supposed to switch back into Barter after you first leave it :lol:


Though I think it's possible to get locked out of Post-Scarcity via the United Nations... Isn't Environmentalism (Green) in the same civic category?

It is, but you can always get the resolution voted down, defy the resolution, or raze the city with the UN.
 
Yeah. Personally I think the locked civics need an overhaul. For example Paradise instead of Subsidized needs the health care one that gets locked.

Paradise comes at the end of the game, still quite aways past the United Nations. I don't see that as much of an 'overhaul' personally, unless there's a way to have say the voting option for Green be replaced by Post-Scarcity (As an example) once said civic becomes common knowledge.
 
It is, but you can always get the resolution voted down, defy the resolution, or raze the city with the UN.

I've seen the AI eventually give in to AP resolutions after defying it once or twice (Apparently the unhappiness hit for defying an otherwise successful resolution finally broke them) so there is that - assuming the negatives that apply to defying AP resolutions also apply to the UN. Proposing it enough and them defying it each time would eventually begin to do their empire harm (This is of course assuming it would have been successful in the first place)

Razing the city's always an option - if you've got the power to do so (And if you or a permanent ally aren't the one that owns it!
...Or if you're playing a game that disallows city razing (either self-imposed as a "challenge" or via the Game Options) :P
 
Yeah. Personally I think the locked civics need an overhaul. For example Paradise instead of Subsidized needs the health care one that gets locked.

I'd be reluctant to have UN force civics that aren't available until farther down the tech tree. That would definitely include Paradise and Post-Scarcity.
 
I'd be reluctant to have UN force civics that aren't available until farther down the tech tree. That would definitely include Paradise and Post-Scarcity.

Normally i'd agree but problem is that some of the civics that you can get locked into are inferior.(in the case of Subsidized VS Paradise quite inferior given the civic building for Paradise plus the effect of the civic) Nothing worse then being having just switched to Paradise and started reaping the health benefits when the AI in charge of the UN gets the resolution to switch to Subsidized through. Maybe make it so there's a way to opt out of the Civic changing UN Resolutions?
 
Normally i'd agree but problem is that some of the civics that you can get locked into are inferior.(in the case of Subsidized VS Paradise quite inferior given the civic building for Paradise plus the effect of the civic) Nothing worse then being having just switched to Paradise and started reaping the health benefits when the AI in charge of the UN gets the resolution to switch to Subsidized through. Maybe make it so there's a way to opt out of the Civic changing UN Resolutions?

Can't you already defy the UN?
 
I'm still hunting through the building list to find and root out the "orphan" buildings that don't have any connection to any other building in the game. There's still plenty of these. One of them is the Paradise Garden. Now that Parks are no longer optional, I was thinking of making this the final building in the Park line. (I know Park Arcology also exists, but because it's a civic building, I would prefer to go with the non-civic building.)

Paradise Garden shares very little already with the Parks, so I am going to add most of City Park's abilities to Paradise Garden: +3 culture, +3 health, +1 Artist slot, and +2 GPP for Great Artists. City Park's +1 happiness gets subsumed under Paradise Garden's +2. The Transhuman Era has lots of happiness already; losing 1 point won't hurt.

Also, Paradise Garden is more expensive than just about any other building in the game (Matter Decompiler is 2000, but it's not that spectacular either), and I think it's overcharging a lot for the 2 free Specialists. I think lowering the base cost from 1950 to 1200 is not out of line.
 
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