Water Mod

Yup. There are the cannery and the food manufacturing plant too.

a cannery can preserve food so it would last longer so the cannery can be justified but dunno about the other one
 
Ok let me take a crack at it incorporating your guys ideas too ...

Waterworks Pack

* = New Building

*Town Well
Cost: 50
Unhealthy: +3

Requires: Pottery, Masonry

Req Resource: Stone OR Marble

Obsolete: Clockworks

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • +1 Health with Sanitation
  • Upgraded by Artesian Well
  • Provides Fresh Water

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*Water Pipes
Cost: -
Unhealthy: +2
Gold: +1

Requires: Canal System, Civil Service

Req Resources: Pottery OR Copper OR Lead OR Iron OR Aluminum OR Steel

Obsolete: -

Special Abilities
  • 15% Maintenance
  • +1 Health with Public Works.
  • Provides Fresh Water
  • Given for FREE by "Department of Water"
  • +5% Production with Cement Resource
  • +1 Unhealthy with Lead Resource
  • +1 Unhealthy with Iron Resource
  • +1 Health with Chemicals
  • +1 Health with Plastics Tech
  • +1 Health with Nanotubes Resource

-------

*Department of Water [National Project]
Cost: 600
Production: +4

Requires: Canal System, Civil Service

Obsolete: -

Special Abilities
  • 25% Maintenance
  • Gives FREE "Water Pipes" to every city.
  • Can turn 1 Citizen into an Engineer

-------

Aqueduct
Cost: 100
Health: +2

Requires: Canal System

Req Resource: Stone OR Marble OR Cement

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Required to build Bath House.
  • Double production for Expansive Leaders.
  • Available for free on Renaissance and later starts.
  • Unique Building: Hammam, Baray
  • Provides Fresh Water

-------

*Cistern
Cost: 105
Unhealthy: +2
Gold: +1

Requires: Sanitation

Req Resource: Pottery OR Stone OR Marble

Obsolete: Agricultural Engineering

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works
  • +1 Production with Weather Forecasting
  • +1 Health with Chemistry
  • Upgraded by Reservoir
  • Provides Fresh Water

-------

Sewer System
Cost: 495
Health: +2

Requires: Sanitation, Water Pipes

Req Resource: Pottery OR Stone OR Marble OR Cement

Obsolete: -

Special Abilities
  • 10% Maintenance
  • -20% Defense against Espionage
  • Required to Build Water Treatment Plant
  • Available for free on Modern or later starts
  • Builds 20% Faster with Lead

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Artesian Well
Cost: 110
Food: +1 (Perhaps this should be taken out from the existing stats
Health: +1

Requires: Invention

Req Resource: Stone OR Marble

Obsolete: Civil Engineering

Special Abilities
  • +15% Food with Rice (Change existing stats to 5%)
  • Double production speed for Agricultural leaders.
  • Upgraded by Cannery
  • Provides Fresh Water

-------

*Water Tower
Cost: 150
Health: +1
Gold: +1

Requires: Physics, Water Pipes

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • +1 Happiness from Civil Engineering

-------

*Hand Water Pump
Cost: 250
Health: +1

Requires: Scientific Method, Water Tower

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: Steam Power

Special Abilities
  • +1 Unhealthy with Iron Resource
  • 5% boost to City Growth
  • Upgraded by Wind Water Pump

-------

*Wind Water Pump
Cost: 350
Health: +2

Requires: Replaceable Parts, Water Tower

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: Industrialism

Special Abilities
  • 10% Maintenance
  • +1 Unhealthy with Iron Resource
  • 10% boost to City Growth
  • Upgraded by Water Pumping Station

-------

*Reservoir
Cost: 450
Unhealthiness: +1

Requires: Steam Power

Req Resource: Stone OR Marble OR Cement

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Provides Fresh Water

-------

*Water Pumping Station
Cost: 550
Health: +3

Req Resource: Copper OR Iron OR Steel Or Aluminum

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities
  • 10% Maintenance
  • 20% boost to City Growth
  • +1 Unhealthy with Iron Resource

-------

Water Treatment Plant
Cost: 585
Health: +2

Requires: Modern Sanitation, Sewer System

Obsolete: -

Special Abilities
  • +10% Maintenance
  • +1 Health with Public Works

-------

*Desalination Plant
Cost: 600
Health: +3

Required: Industrialism, Coastal City, Water Pipes

Obsolete: -

Special Abilities
  • +15% Maintenance
  • Produces Salt Resource.

---------

*Fire Hydrants
Cost: 400
Health: +2

Req Techs: Fire Fighting, Modern Sanitation

Req Buildings: Fire Station, Water Pipes

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Unhealthy with Iron Resource
  • +1 Health with Fire Suppression

-------

*Fire Hanger
Cost: 600
Health: +1

Req Techs: Fire Fighting, Flight

Req Buildings: Airport, Reservoir

Obsolete: -

Special Abilities
  • 15% Maintenance
  • +1 Health with Fire Suppression

--------------

Event 1 - Poisoned Well
Requires: Town Well in City

  • Do Nothing (Well is Destroyed, + 1 :mad: )
  • Pay gold to dig a new well (Lose between 75-275 gold.)
  • Frame a foreign traveler for the incident (+1 in the city, -2 diplomacy with a random nation)

-------

Event 2 - Fluoridate The Water?
Requires: Department of Water

  • Fluoridate all City Water (+1 :mad: in all cities, +2 :health: in all cities, pay between 100-300 gold.)
  • Leave City Water Clean (Temporarily gain +1 :) in all cities)
  • Fluoridate the water secretly (+2 in all cities, pay 300 -600 gold)

-------

Event 3 - Poisoned Reservoir
Requires: Reservoir in City

  • Silence the Evidence, do nothing. (-2 Population)
  • Clean the reservoir ( Lose between 150-400 gold.)
  • Investigate the incident (+1 :yuck: in the city, lose the Reservoir)
  • Blame Foreign Spies (Declare War on Worst Enemy, gain 5 free Riflemen, +2 :) temporarily in all cities, lose the Reservoir)

-------

Event 4 - West Nile Virus
Requires: Reservoir in City

  • Do Nothing. (-2 Population)
  • Clean the reservoir with Pesticides (+1 :yuck: Lose between 200-400 gold.) [Req Organic Chemistry]
  • Clean the reservoir with Environmentally Friendly Methods (+1 :) in the city, 400-800 gold.) [Req Ecology]

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Waterworks Icons
http://forums.civfanatics.com/attachment.php?attachmentid=236596&d=1260230736

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I tried to incorporate points from each as well as balance things out. Tell me what you guys think. Note that some existing buildings have some changes too. Such as new resource requirements.

I m reposting here since it seems the other thread died. In addition perhaps some of these should cross over with the "Flammability Mod" to help reduce flammability. Such as the fire hydrants and fire hanger.

Flammability Mod
http://forums.civfanatics.com/showthread.php?t=350255
 
I'm a little confused, why does the town well make you so much less healthy? I wanted to build one in my game until I saw the penalty. Thanks for any explanation.
 
@strategyonly

Hmm that's new. What version of AND are you using?

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I'm a little confused, why does the town well make you so much less healthy? I wanted to build one in my game until I saw the penalty. Thanks for any explanation.

Because of this ...

How about a new modifier "Provides Fresh Water" which gives all tiles in the city vicinity fresh water? Of course, that ability might be OP too.

Regardless, some of these buildings, especially the cistern and resoivor should be giving UNhealthiness. Sitting water attracts insects, which carry diseases and bacteria festers in them.

In other words sitting water gives unhealthiness from diseases and insects. You would use a well if you had a city without access to freshwater, since the well gives fresh water.
 
It's a problem on your end. The text files install fine.

HUH i dont see how, i have a clean install of 2.91 with no changes and then i just add AND. Thats it, and i get this error all the time??:crazyeye:
 
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