Vokarya's Workshop: Buildings

Yes but the unhappiness kills me late game when I war. I'm a wee bit nuke happy you see and that takes its toll. Also once a resolution is passed isn't it done forever?

Any resolution can be proposed additional times by the Secretary-General. I'm pretty sure that if the new vote fails, then the resolution gets revoked.
 
Yes, but if the resolution has been already passed, you have to wait for it to come up again. If you aren't Secretary-General, that might be a while.
That wouldn't help anyway, AFAIK once a resolution is passed, there's no turning back.
 
Any resolution can be proposed additional times by the Secretary-General. I'm pretty sure that if the new vote fails, then the resolution gets revoked.
I'm pretty sure of the opposite. Right now there's no way to revoke a resolution.
 
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.
I'm not 100% sure and I can't check now, but I might have increased Paradise Garden cost because it's a prerequisite for Ascension Gate and I wanted to make it hard to build enough of them at once.
 
45°38'N-13°47'E;13601844 said:
I'm not 100% sure and I can't check now, but I might have increased Paradise Garden cost because it's a prerequisite for Ascension Gate and I wanted to make it hard to build enough of them at once.

I would be quite happy to swe the Scientific Victory reworked. Currently it's not scientific but esoteric. I believe replacing the Ascension Gate with some other concept (for example Time machine) would be more scientific and more appropriate for this mod. That would also free up the Paradise Garden.
 
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.

Thx for explaining. I didn't know that :)
 
45°38'N-13°47'E;13601842 said:
I'm pretty sure of the opposite. Right now there's no way to revoke a resolution.

I just tested it. You can revoke a resolution that's passed. I've attached a save game (blatantly WorldBuilder-ed) where I already have passed the Green resolution and it's one turn before the next resolution comes up. If you choose the Green resolution again and vote NO, then when the results are announced the next turn, you won't be locked into Green any more.
 
Little Problem with that. You can only do that when you and not the AI controls the UN and you better make sure you and your vassals have the majority votes. Otherwise it'll still pass since IIRC once a nation switches to a civic the UN can lock you into they'll always vote yes for a resolution aiming to do just that. That's why there need to be an opt out for them.
 
I just tested it. You can revoke a resolution that's passed. I've attached a save game (blatantly WorldBuilder-ed) where I already have passed the Green resolution and it's one turn before the next resolution comes up. If you choose the Green resolution again and vote NO, then when the results are announced the next turn, you won't be locked into Green any more.
Nice to know, it doesn't work like that with every resolution. I remember trying with Non Proliferation Treaty and nukes ban is permanent. I'll try again, just in case
 
45°38'N-13°47'E;13601844 said:
I'm not 100% sure and I can't check now, but I might have increased Paradise Garden cost because it's a prerequisite for Ascension Gate and I wanted to make it hard to build enough of them at once.

It's been 1950 ever since RoM 2.92.
 
45°38'N-13°47'E;13602148 said:
Nice to know, it doesn't work like that with every resolution. I remember trying with Non Proliferation Treaty and nukes ban is permanent. I'll try again, just in case

I tested UN again just now and Nonproliferation is revokable.
 
I tested UN again just now and Nonproliferation is revokable.
Wow, nice to know. I'm sure I've tested it in the past and it didn't work. Well, it's better if it works!
 
Little Problem with that. You can only do that when you and not the AI controls the UN and you better make sure you and your vassals have the majority votes. Otherwise it'll still pass since IIRC once a nation switches to a civic the UN can lock you into they'll always vote yes for a resolution aiming to do just that. That's why there need to be an opt out for them.

Bumping this little tidbit of info.
 
Just thinking outside the box here, with the civics in RAND, there is not a set of one "good" late-game civics like there is in BTS. It does not make sense to lock yourself into a set of civics. However, there are certainly civics on a spectrum of "bad". It might be worth looking into rewriting the UN a bit to "ban" certain civics instead of lock good civics.
 
Just thinking outside the box here, with the civics in RAND, there is not a set of one "good" late-game civics like there is in BTS. It does not make sense to lock yourself into a set of civics. However, there are certainly civics on a spectrum of "bad". It might be worth looking into rewriting the UN a bit to "ban" certain civics instead of lock good civics.

"Bad" not as in productive/efficient to run in-game, but more like Slavery or Communism would be viewed as such?
(Not that anyone would really be running Slavery when the UN rolls around heh)
 
Just thinking outside the box here, with the civics in RAND, there is not a set of one "good" late-game civics like there is in BTS. It does not make sense to lock yourself into a set of civics. However, there are certainly civics on a spectrum of "bad". It might be worth looking into rewriting the UN a bit to "ban" certain civics instead of lock good civics.

That's not a bad idea actually. Still gives a use for the civic resolutions but also doesn't lock you into a certain play style.
 
If you want to; I wouldn't have the ability to program anything like that. I think there might be some interesting ideas in the "World Congress" resolutions from Civ5.
 
I've been looking through the building list a lot to see if there any changes I still want to make. I'm very interested in creating links between our existing buildings (although I'm not going to go crazy about it, and I don't really want to create more new buildings just for linking), if only to keep the build lists manageable, especially with brand new cities.

One link that I think would be appropriate would be to require a Spaceport or Starport before building either Orbital Factory or Zero G Sports Arena. (Spaceport is available at Orbital Flight, and Orbital Flight is required for Space Colonies where Orbital Factory and Zero-G SA are both found, so hidden requirements are not a problem). This would cover having the facilities needed to get people and products to and from places in orbit. There aren't really any other buildings this would apply to; most of our other space-related buildings are actually Projects.
 
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