Wonder Ideas for C2C

Here is another Wonder idea that I have been sitting on for ages. I've wanted to do the Bauhaus School because it gives some content to the Modern Art technology. Our art technologies don't quite lend themselves to new buildings and really don't lend themselves to new units, so we have to find something else for them to do. This is actually not so much a skeleton as a half-finished Wonder -- I can do one of its main abilities, but not the other.

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What's missing:
  • +2 culture from all Engineer specialists

The idea here is that Bauhaus blends form and function, giving you two mirror-abilities: +2 hammer from Artist and +2 culture from Engineer. With XML tags only, it's possible to change the yield (food/hammer/commerce) of one specialist type (example: Angkor Wat's +1 hammer from Priest), or to change the commerce (gold/science/culture/espionage) of ALL specialists (example: Sistine Chapel's +2 culture from all specialists), but not the intersection of those two, such as the +2 culture that I want Bauhaus to give to Engineers. I've already posted this request on the Tag Requests thread.

Another ability that I put on this Wonder is the ability to have it be constructed by a Great Artist. I don't get a lot of use out of Great Artists, so I think giving them some other building ideas is a good one. If you think is overpowered, let me know.
 
I really like that one... certainly the tag is there as you can add extra :hammers: to priests with wonders.

As I said, we can do :food:/:hammers:/:commerce: for a particular kind of Specialist, but we can only do :gold:/:science:/:culture:/:espionage: for all Specialists, not one type. That's why I suggested a new XML tag. Angkor Wat was one of the primary inspirations for this Wonder.
 
Yeah I also notcied the Capela dos Ossos too. Those 3 places seem to have a similar theme of using bones as architecture. They are all similar yet still the concept is very unique.

The idea is nice. If we ever use the "Faith as currency" idea from Civ5, these would definitely be candidates. As it is, the most obvious ability is an onUnitKilled Python function to increase the buildings' Culture production when a unit dies, but those kinds of adjustments would be lost on a modifier recalculation, so I really don't want to go there.
 
As I said, we can do :food:/:hammers:/:commerce: for a particular kind of Specialist, but we can only do :gold:/:science:/:culture:/:espionage: for all Specialists, not one type. That's why I suggested a new XML tag. Angkor Wat was one of the primary inspirations for this Wonder.
Damn... that seems like it should be so easy since it would basically be a copy with slight adjustments to the other one... I think the first is Commerces and the second list Yields if I'm not mistaken... (see this is why I don't work those two, I can never remember the two apart)
 
Damn... that seems like it should be so easy since it would basically be a copy with slight adjustments to the other one... I think the first is Commerces and the second list Yields if I'm not mistaken... (see this is why I don't work those two, I can never remember the two apart)

The second list is the commerces, first is yields. I was surprised that the tags to modify the second list don't exist.

This is Sistine Chapel's +2 :culture: from Specialists:
Code:
<SpecialistExtraCommerces>
	<iCommerce>0</iCommerce>
	<iCommerce>0</iCommerce>
	<iCommerce>2</iCommerce>
</SpecialistExtraCommerces>

This is Angkor Wat's +1 :hammers: from Priest:
Code:
<SpecialistYieldChanges>
	<SpecialistYieldChange>
		<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
		<YieldChanges>
			<iYield>0</iYield>
			<iYield>1</iYield>
			<iYield>0</iYield>
		</YieldChanges>
	</SpecialistYieldChange>
</SpecialistYieldChanges>

So it doesn't seem that the <SpecialistCommerceChanges> tag should be all that difficult to implement, but I have no experience with code beyond the XML and a little Python.
 
Its definately something to setup between the dll and xml schema. So the tag would be <SpecialistCommerceChanges>. Following the way the Yields tag is handled I think I might be able to pull that off (or at least learn something about the difference between the two in how they are handled in code along the way) but I've got a lot to do at the immediate moment. I'll try to review this and the tag requests when I catch a break.
 
Its definately something to setup between the dll and xml schema. So the tag would be <SpecialistCommerceChanges>. Following the way the Yields tag is handled I think I might be able to pull that off (or at least learn something about the difference between the two in how they are handled in code along the way) but I've got a lot to do at the immediate moment. I'll try to review this and the tag requests when I catch a break.

There's no hurry on this. I have a lot of other ideas to post and get some feedback on. This tag is one that I would like to see because I have four other Wonder ideas that would like to use it.
 
I know its a weird idea but what if for the Capuchin Crypt gave you :hammers: from Priests but rather than also the :hammers: for units too it was for buildings only. Such as with the Carpenter's Workshop or Treadmill Crane where it gives building production but not unit production.

Alternatively perhaps it could give some sort of bonus for Bone resource.
 
+ :hammers: from Priests but only applies to building construction?

BTW, there's already a lot of buildings that will increase :hammers: on priests to the point of near imbalance (better now than it used to be since others are starting to get bonuses as such too.) I'd warn another one could be problematic.
 
+ :hammers: from Priests but only applies to building construction?

BTW, there's already a lot of buildings that will increase :hammers: on priests to the point of near imbalance (better now than it used to be since others are starting to get bonuses as such too.) I'd warn another one could be problematic.

I don't really have anything else to increase :hammers: at this time, except maybe in a rare case.
 
I wasn't saying they were there thanks to you... if a player hoards the religious specific wonders by switching religions when they become available by tech he can currently obtain an enormous amount of :hammers: for all his priests. Another building to add to that would tip that already imbalanced factor another stage further. However, perhaps some of those existing buildings should (or possibly even have been already - I'm going off of memory of games on older versions here) be reworked to allow for yours to exist as a more open field bonus for priests. This would be more functional for game balance anyhow. I think the AI struggles to really grasp how necessary it should be to switch religions just to grab the wonders available there and in some ways I don't think it should really as it makes the ai think more like a strategy gamer and less like a world leader (who would be more true to his belief usually.)
 
Skeleton #4 is the Bayreuth Festspielhaus. This is Richard Wagner's personally-supervised opera house. As a result, it's mostly a culture-producer, with a few Happiness bonuses in addition.

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What's missing:

  • +1 :culture: from Military Instructor; +2 :culture: from Great Military Instructor
  • +5 :culture: from all Achievements

The first ability is the same general idea as the +:culture: from Engineers on Bauhaus School. Military Instructors are what you get when you settle a Great Chief, Captain, or Corporal (at Colonel and Commander, they become Great Military Instructors).

I would like to be able to do things with <SpecialBuildingType> tags as well as <BuildingClass> tags. This second ability is an example of that. I think there is a lot of possibility with Special Building Types that we are not currently using, but that I don't think would be that hard to implement. For example, a Wonder could give +3 :culture: to all Temples, regardless of religion.

This is one Wonder where I'm not completely committed to particular abilities, so if you have any other suggestions, I'm listening. The main goal I'm going for is to celebrate your various historical epics, thus the culture bonus to Achievements and Epics.
 
I wasn't saying they were there thanks to you... if a player hoards the religious specific wonders by switching religions when they become available by tech he can currently obtain an enormous amount of :hammers: for all his priests. Another building to add to that would tip that already imbalanced factor another stage further. However, perhaps some of those existing buildings should (or possibly even have been already - I'm going off of memory of games on older versions here) be reworked to allow for yours to exist as a more open field bonus for priests. This would be more functional for game balance anyhow. I think the AI struggles to really grasp how necessary it should be to switch religions just to grab the wonders available there and in some ways I don't think it should really as it makes the ai think more like a strategy gamer and less like a world leader (who would be more true to his belief usually.)

Actually, that's exactly what I am doing in my current game, having switched through Mesopotamianism, Kemetism, Judaism, Naghualism, Asatru, Christianity, and am setting up for Shinto next (late Medieval Era, just about to get Islam). My Priests are providing 4 hammers/turn.
 
Actually most of the wonders that added :hammers: to priests weren't religion based, but I think we fixed that.

The only thing about buildings that can be set to require the religion to be active is happiness. There is no way to make the building inactive without the state religion unlike civics.

BTW is there any way to specify that a wonder gives -x crime on all <religion> temples, monasteries and cathedrals? I a thinking of a tech Scriptures set of wonders.
 
BTW is there any way to specify that a wonder gives -x crime on all <religion> temples, monasteries and cathedrals? I a thinking of a tech Scriptures set of wonders.

I don't know enough about the Properties rules to say for sure. It looks like you could do something with the "GameObjectType" in the PropertySource, but as I said, I really don't know.
 
Skeleton #4 is the Bayreuth Festspielhaus. This is Richard Wagner's personally-supervised opera house. As a result, it's mostly a culture-producer, with a few Happiness bonuses in addition.

View attachment 331036View attachment 331037

What's missing:



The first ability is the same general idea as the +:culture: from Engineers on Bauhaus School. Military Instructors are what you get when you settle a Great Chief, Captain, or Corporal (at Colonel and Commander, they become Great Military Instructors).

I would like to be able to do things with <SpecialBuildingType> tags as well as <BuildingClass> tags. This second ability is an example of that. I think there is a lot of possibility with Special Building Types that we are not currently using, but that I don't think would be that hard to implement. For example, a Wonder could give +3 :culture: to all Temples, regardless of religion.

This is one Wonder where I'm not completely committed to particular abilities, so if you have any other suggestions, I'm listening. The main goal I'm going for is to celebrate your various historical epics, thus the culture bonus to Achievements and Epics.

Maybe it should get a bonus from BONUS_DRAMA.
 
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