Vokarya's Workshop: Buildings

Building in chains:
Maybe Archery should obsolete much later but still it should disappear. I don't wanna see it in the building list of my newly founded trans-human cities :hmm:

If you leave Hide Replace Buildings on, it disappears from build lists as soon as Garrison comes available. Even if you don't use that option, Archery Range is automatically hidden for any city that has a Garrison or Military Base. Cities founded by a Pioneer automatically start with a Garrison. (Cities founded by a Colonist start with a Barracks.) So you wouldn't see it unless you were founding cities with leftover Settlers or Colonists.
 
If you leave Hide Replace Buildings on, it disappears from build lists as soon as Garrison comes available. Even if you don't use that option, Archery Range is automatically hidden for any city that has a Garrison or Military Base. Cities founded by a Pioneer automatically start with a Garrison. (Cities founded by a Colonist start with a Barracks.) So you wouldn't see it unless you were founding cities with leftover Settlers or Colonists.
...or conquer a small primitive city. Or one that loses its Garrison during the conquest :)

But I agree with the general idea, just say that Archery range (for example) should not be available in the later game.
But its no big issue anyway.
 
...or conquer a small primitive city. Or one that loses its Garrison during the conquest :)

But I agree with the general idea, just say that Archery range (for example) should not be available in the later game.
But its no big issue anyway.

I'd like to see how many people it's a problem for. As long as you use Hide Replace Buildings, you won't see the older buildings, and I think it will reduce some clutter on the F6 screen and in the Civilopedia if there aren't these obsolete buildings everywhere.

There are other places where something like this occurs. I have to remember to build Sewer Systems before Aqueducts for cities in the Industrial Era, because the Sewer System is required for the Water Treatment Plant which replaces the Aqueduct and provides more health.
 
It's not really a problem for me at all, since AND's pretty limited with its buildings even though it's still got more than BTS.
 
I have some ideas about the Network Node. Currently, it replaces the Communications Tower at Terra Computer. In Alpha Centauri, where this comes from, Network Node is available very early (its prerequisite tech has NO requirements) and is outright free to one faction. So I think for us, it could be made available a little earlier.

I think that the Network Node should, in addition to what it currently does, replace the Computer Network. The Network Node handles all kinds of communication, so it would make an excellent cap to not just Telegraph/Telephone/Broadcast/Communications Tower, but also Computer Network.

Also, I think the Network Node should be moved backwards to Advanced Computers. Communications Tower will still get a reasonable lifespan, being available at Fiber Optics (Modern-4) and lasting until Transhuman-2. In compensation for losing the Node, Nanite Cloud could be moved over to Terra Computer from Weather Control, which is tied for highest trick count in the game with 8.5. This would allow using the Network Node as a prerequisite for some National Wonders.
 
There are a couple buildings that need to be adjusted by moving the Network Node, because the OR slot is being used by another building. You are only allowed one set of OR building requirements in the XML.

Holographic Flight Simulator can shift over to a Network Node. The Network Node at Advanced Computers comes before the Holographic Flight Simulator at Holographics. The Mech Assembly Plant (available at Automated Vehicles) and the Surveillance Network (available at Networking) have to be de-networked. Surveillance Network requires an espionage building and Mech Assembly Plant requires an advanced factory (Manufacturing Plant or better). Both of these require Power, so there is some infrastructure requirement, but the Transhuman Era is where the requirements start to centralize. If you have Nanobots, Replicators, and Fusion Power, you can build just about anything.
 
I think I saw a little oddity about Tobacco. Iirc it gives :c5happy: with Hypermarket but not :yuck: as in other cases.

I don't know if Tobacco really needs to give more unhealthiness at any point. It already gives -1 from the beginning. On the other hand, health is easier to get than happiness. Or you can think of it as another benefit from the Transhuman Era.
 
I don't know if Tobacco really needs to give more unhealthiness at any point. It already gives -1 from the beginning. On the other hand, health is easier to get than happiness. Or you can think of it as another benefit from the Transhuman Era.

IMHO there's always abundance with happiness.It's more difficult to have healthy cities.
 
IMHO there's always abundance with happiness.It's more difficult to have healthy cities.

I find it's the other way around. I always get unhappy cities before I get unhealthy ones. The only time unhealth seems to be potent is early in the Industrial Era. You need to get Hospitals/Grain Silos running before you can jump into Factories.
 
I just noticed Terrace continues to get the former Granary bonus of +1 health per grain resource. I don't think this is necessary and should be cut to bring it back down to Granary's +1 health. +2 culture per turn over standard Granary bonuses is pretty strong for a UB.
 
I'm doing some speculation on where we can rein in some of the over-inflated numbers that we are seeing in the late game. I think it would not hurt at all if we removed the +1 gold from Museum. Museum has several bonuses already: +2 culture, +10% science (after Archeology), possible +2 commerce from each of Ancient Relics/Fossils, and possible +1 happiness from Ancient Relics/Creative leader trait. That's quite a bit for one building. Lopping off the gold would focus it better.
 
Perhaps you could delegate the gold bonus if you have Ancient Relics/Fossils?

Also, may I have a request? After Archaeology, can we have Treasures to plant Ancient Relics? I'm infuriated over how it's been nearly 300-500 turns since I researched Astronomy, yet I got two Treasures from the same ruin, right next to my city, but the damned event still hasn't triggered!
 
Perhaps you could delegate the gold bonus if you have Ancient Relics/Fossils?

I would have if I could have. The XML allows <BonusYieldChanges>, direct increases to food/production/commerce with a particular resource, and <BonusYieldModifiers> and <BonusCommerceModifiers>, percentage increases in food/science/commerce or gold/science/culture/espionage with a resource. There is no <BonusCommerceChanges>. Otherwise, I probably would have done +science from Fossils and +culture from Relics.

Also, may I have a request? After Archaeology, can we have Treasures to plant Ancient Relics? I'm infuriated over how it's been nearly 300-500 turns since I researched Astronomy, yet I got two Treasures from the same ruin, right next to my city, but the damned event still hasn't triggered!

It's possible. It would use the same mechanics as Captured Animals being planted. The Treasure event and the Relics event are two separate events, so there's nothing that ties one to the other.
 
It's possible. It would use the same mechanics as Captured Animals being planted. The Treasure event and the Relics event are two separate events, so there's nothing that ties one to the other.

I know, it just annoys me a lot to get 12 treasures in a row but no Ancient Relics spawn event.
 
Here's a total speculation post. I had this idea about a new building. It's not a bad idea but it is unnecessary, so I don't think I will implement it. We have enough Industrial Era buildings as it is.

A Stock Exchange would be a possible building available at Corporation tech. The main purpose of this is to smooth the transition between the Bank (+30% gold) and the E-Bank (+60% gold).

The Stock Exchange would provide +15% gold. It would require a Bank in the building city but would not replace it. Wall Street could require Stock Exchanges to build instead of Banks, and Corporation Headquarters might require a number of Stock Exchanges to build. E-Bank would replace both Bank and Stock Exchange, giving you a gold bonus transition of +30% (Bank alone) -> +45% (Bank + Stock Exchange) -> +60% (E-Bank).

The reason for the Stock Exchange NOT replacing the Bank is to tweak the English UB a little. As it is, the current UB just gives +15% gold between Banking and Virtual Reality. I think, if possible, UB's should be allowed to exist for the whole game (as they almost always do in BTS; Monument UB's, Spanish Citadel, and Celtic Dun are the exceptions). A good English UB would be to change the name to Royal Exchange, make it available slightly earlier (Economics tech), have it give +1 free Merchant in addition to the +15% gold, and then have it continue after the E-Bank becomes viable, letting you keep the UB benefits into the Transhuman Era.
 
Now when I was thinking about the Stock Exchange, I had another idea about a UB.

How powerful would it be to let the Roman Forum not be replaced? Currently, Bazaar and Market are replaced by Shopping District at Consumerism tech and then Hypermarket at Megacorporations. If the Forum was exempt from the replacement effects, this means Roman cities would get +25% gold and +25% GPP (and 1 Merchant slot, but that's less relevant) over any other civ starting in the early Modern Era.

I looked at my current game (still v1046) and the capital was generating 63 gold/turn before % modifiers in the late Industrial. So while I think retaining the +25% gold would be powerful, I don't think it would be game-breaking since it applies before other modifiers. I don't think regular cities could even manage more than 100 gold/turn in the end game, so while +25 gold/city would add up, it would be very hard to reach. I think something like +10-15 gold/city would be typical.
 
Stock Exchange:
I like the idea but make me one thing clear: Would it be in the Trans-Human era 45% + 15% + 60% = +120%:gold: for the British? :wow:
No, that would be too much.

I rather think Stock Exchange should replace Bank/Royal Exchange. RE being cheaper than SE is already a good bonus.

Forum:

It's already a very powerful building. Increasing it's lifetime would make it overpowered IMO.
 
Stock Exchange:
I like the idea but make me one thing clear: Would it be in the Trans-Human era 45% + 15% + 60% = +120%:gold: for the British? :wow:
No, that would be too much.

I rather think Stock Exchange should replace Bank/Royal Exchange. RE being cheaper than SE is already a good bonus.

Nah, it's +75%:gold:. Read into it one more time; vokarya's idea is to make a stock exchange to make the transition from bank to e-bank smoother, and to make the english UB a replacement for that stock exchange, which won't be replaced by the e-bank.

Forum:
It's already a very powerful building. Increasing it's lifetime would make it overpowered IMO.

I have to agree there. It's going to empower Roman money+GP generating ability a LOT. Personally, I'd transfer the extra +5% Gold and +25% GP birth rate bonuses to the roman versions of shopping district and hypermarket. Also, do take a look at the American Mall.
 
Back
Top Bottom