Vokarya's Workshop: Buildings

Well, if "Jewellery" is supposed to be a store, then it should probably be "Jeweller", rather than "Jewellery".
 
Nice idea, I like it :)
Just one thing: Are you planning to chain in the other corporation buildings as well? I think they all should follow the same pattern (as much as possible).

Only if it's appropriate. I happened to notice this one and thought it would be interesting.
 
Minor note for oil refinery:
It has +1 base :yuck: and gets +1 extra :yuck: with oil.But it requires oil in order to be built so finally it has +2 base :yuck:.There's no way you can avoid the +1 :yuck: from oil.
 
Also, most of the resource providers ARE National Wonders. The only ones that aren't are Potter (which shows up very early, and used to go obsolete just as early), Oil Refinery, and Steel Mill. I put a limit on Steel Mills (requires X Foundries per Mill) and I wouldn't mind seeing something similar for Refineries. The only thing I could think of was limit Refineries to cities with Oil in the vicinity, but that was shot down.

Back on this topic:
How about having 2 types of oil refineries?

Oil refinery: requires Oil in city vicinity.
National oil refinery: national wonder and simply requires Oil.
 
I don't like the idea of having two buildings that seem to do much the same thing.
 
I'm with Arakhor. Be better if each Oil Refinery just consumed an oil. ;-)
Sure it would...
I don't like the idea of having two buildings that seem to do much the same thing.
Sure you are right too, but we have that concept already with steel, so I don't think it would hurt that much.
 
I didn't say I was a big fan of that idea either. ;)
 
Does the Guild Hall (Guilds civic building, not the corporation founders) need to have Gold as a resource requirement? It seems arbitrary, and I don't like arbitrary restrictions.
 
Which would mean 1 Oil = 1 Oil Product nationwide right? You'd need a second source of oil to build a second refinery?

Yes, but only if the Oil Refinery produced only one Oil Products. If buildings could consume a resource, I see no reason why an oil refinery couldn't produce e.g. three Oil Products, as the National Wonders currently do.

This could be extended to Iron -> 3 x Steel (per smelter, or whatever they're called), and other manufactured resources also. I think it'd considerably reduce resource proliferation, particularly for the manufactured resources.

To me, this would be an improvement. I don't think it's that useful having 15 Oil Products, and nCities Steel resources... :D
 
Yes, but only if the Oil Refinery produced only one Oil Products. If buildings could consume a resource, I see no reason why an oil refinery couldn't produce e.g. three Oil Products, as the National Wonders currently do.

This could be extended to Iron -> 3 x Steel (per smelter, or whatever they're called), and other manufactured resources also. I think it'd considerably reduce resource proliferation, particularly for the manufactured resources.

To me, this would be an improvement. I don't think it's that useful having 15 Oil Products, and nCities Steel resources... :D

Agreed. But for some reason I feel the devs aren't interested in such a solution. I wonder why? :rolleyes:

Does the Guild Hall (Guilds civic building, not the corporation founders) need to have Gold as a resource requirement? It seems arbitrary, and I don't like arbitrary restrictions.

I never understood it myself. Maybe it is some kind of heritage from ancient ROM times? Perhaps GH was just an added building before it became a civic building.
I think it is safe to remove the gold requirement.
 
I have noticed that the Security Bureau and Security Center don't currently have any kind of link between them. Their similar names, similar functions (espionage defense) and having two eras between them (SB is mid-Industrial, SC is mid-Transhuman) make turning SC into an upgrade of SB look fairly obvious to me.

We would need to upgrade Security Center just a bit in order to have it be a true upgrade of Security Bureau.
  • Increase SC flat espionage to +15 (less than +18 total)
  • Increase SC espionage defense to +75% (less than +100% total)
  • Increase Spy slots to 3 (1 from SC, 2 from SB)
  • Add +1 XP to Espionage units (copied from SB)

Everything else should be fine. SC has +10% maintenance, but I don't think that is so bad in the endgame.
 
Minor note for oil refinery:
It has +1 base :yuck: and gets +1 extra :yuck: with oil.But it requires oil in order to be built so finally it has +2 base :yuck:.There's no way you can avoid the +1 :yuck: from oil.

That's true. I will move the 2nd unhealth to always be there. It saves a bullet point.
 
One more thing: can we make Interrogation Building the civic building for the Single Party civic? It's the civic building for Junta, but I don't think anyone ever builds it because Junta is one of the starting civics that you get out of at the first chance and never come back to. I think making it available with Single Party will make it buildable a lot more often.
 
I'm still doing a breakdown of every single in-game building and I came to Red Curtains Theater. I think it would be appropriate if this building was an upgrade of Movie Theatre. However, Movie Theatre currently has a very high culture bonus; it's at +8 per turn. This is because Theatre is +5 with Modern Art and I try to have buildings be upgrades (I will admit I'm not always successful here). Now that Modern Art has Cristo Redentor as well as Bauhaus School, it can sacrifice the +2 culture to Theatres (keeping the +2 culture to Artists Guild and Art Gallery, which counts as 2 minor tricks) and still stay viable.

So here are the retools that I think we should do:
  • Delete the +2 culture to Theatre and Theatre UBs at Modern Art.
  • Lower Movie Theatre to +5 culture. It's still an upgrade this way.

Then Red Curtains Theater gets to inherit some bonuses from Movie Theatre:
  • Add +1 happiness/+10% culture
  • Add +1 happiness from Hit Movies
  • Add 2 Artist slots
  • Remove the 1 Artist GPP and add 1 free Celebrity
  • Increase culture to +6 (+1 over the Movie Theatre)

Red Curtains Theater and Virtual Reality Theater can coexist as far as I'm concerned. I'm not completely sold on VR Theater where it is (it's a Modern Era building and I'm not completely sure how many of these we actually have nowadays) but it's keeping Wearable Computers above the 2-trick threshold so I'm going to leave it right where it is.
 
Question about the Corporation buildings... If one switches to a Civic in which corporations have no effect, do the corp'-specific buildings themselves keep fully working? If not, then having ordinary buildings "upgrade" to corp'-specific buildings as outlined above is in my view a problem.

I would be hesitant to build Red Curtains Theaters if it meant that I might lose the theaters' effects entirely if I lost access to the corporation for whatever reason (e.g. a competing corp' was spread to the city). If Red Curtains has no competitors, Civ' Jewellers (as discussed earlier in this thread) certainly does.

Cheers, A.
 
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