Wonder Ideas for C2C

Just an idea :
World Wonder : Sid Entertainment Corp. Require Computers. Obsolete with Mind Uploading. +50% :culture:, +2 :gp: (great artist).
Provide 9 Hits Video Game.
+1 for all Video Game Arcade

Hits Video Game are used for Mapster Corporation (like others Hits ressource), give +1:gold: from Video Game Arcade. They give +1 :), +3 :) with Network Node, +3 :) with Virtual Reality
 
Here is another Wonder that I have wanted to do for a while. El Camino de Santiago, or the Way of St. James, is a pilgrimage site in northern Spain. I have an idea for what I want this to do, but it's pretty powerful, so if there's any other suggestions, feel free to offer them.

View attachment 332725View attachment 332727

What's missing:

  • Cannot be built in a Holy City
  • +1 gold per city with your State Religion

The idea is that El Camino de Santiago is a major pilgrimage site for your state religion, whatever it is. It basically acts as a second Shrine for your state religion, but it can't be stacked with the main Shrine. I'm deliberately keeping this Wonder religion-neutral so as not to upset the balance of the religions, so don't ask me to tie in any particular religious building requirement. I am open to other suggestions on the main ability. I couldn't think of anything else that reflects "pilgrimage".

Some notes: the seashell is the icon of St. James, so that's why it appears as the building button and gives a happiness bonus from Shellfish. The movie is the cathedral at the end of the pilgrimage route. I thought it looked appropriately grand. I would like to eventually do 30-second Wonder movies for all my creations, and this would be the ending scene for the El Camino de Santiago wonder movie.
 
Well, I guess I'm on a bit of a Spain kick at the moment, because here's another Spanish wonder. El Escorial is a combination royal palace and monastery. That's easy enough to do on the Palace side, but I thought it would feel too much like Versailles (on a side note, I would like to do something different with Abu Simbel, but that's for a later date). I did get a really good idea from the new civics, and decided to tie this one to the Divine Right Politics civic.

View attachment 332728View attachment 332729

What's missing:
  • Can build Missionaries without Monastery
  • +50% production speed of Missionary

Again, despite El Escorial being religiously-motivated, I want to keep it neutral as far as specific religions go. If we tied every Wonder to its historical religion, Christianity and Islam would be very, very powerful. So I want it to count as a monastery for whatever your State Religion happens to be. I've probably mentioned this before, but I would really like a <CombatClassProductionModifiers> tag for buildings, like the <DomainProductionModifiers> tag that already exists.
 
I've probably mentioned this before, but I would really like a <CombatClassProductionModifiers> tag for buildings, like the <DomainProductionModifiers> tag that already exists.
One gift from the combat mod that has as of yet gone unmentioned.
use as:
Code:
<UnitCombatProductionCostModifiers>
          <UnitCombatProductionCost>UNITCOMBAT_MELEE</UnitCombatProductionCost>
          <iUnitCombatProductionCostModifier>5</iUnitCombatProductionCostModifier>
</UnitCombatProductionCostModifiers>
Please refer to the schema to find the proper placement order slot:
Code:
		<element type="TechCommerceChanges" minOccurs="0"/>
		<element type="TechYieldChanges" minOccurs="0"/>
		<element type="TechSpecialistChanges" minOccurs="0"/>
		<element type="TechCommerceModifiers" minOccurs="0"/>
		<element type="TechYieldModifiers" minOccurs="0"/>
		<!-- Technology Affected Buildings: END -->
		<element type="bDCMNukesOkay" minOccurs="0"/>
		<element type="iDCMAirbombMission" minOccurs="0"/>
		<element type="PropertyManipulators" minOccurs="0"/>
		<element type="GlobalBuildingExtraCommerces" minOccurs="0"/>
		<!-- TB Combat Mods begin -->
		<element type="iAidRate" minOccurs="0"/>
		<element type="iTradeCommunicability" minOccurs="0"/>
		<element type="iFrontSupportPercentModifier" minOccurs="0"/>
		<element type="iShortRangeSupportPercentModifier" minOccurs="0"/>
		<element type="iMediumRangeSupportPercentModifier" minOccurs="0"/>
		<element type="iLongRangeSupportPercentModifier" minOccurs="0"/>
		<element type="iFlankSupportPercentModifier" minOccurs="0"/>
		<element type="FreePromoTypes" minOccurs="0"/>
		<element type="DiseaseTypes" minOccurs="0"/>
		<element type="UnitCombatRetrainTypes" minOccurs="0"/>
		<element type="UnitCombatRepelModifiers" minOccurs="0"/>
		<element type="UnitCombatProductionCostModifiers" minOccurs="0"/>
 
A wonder what should be in before many other wonders is the giants causeway northern ireland. Its known for being the 7th wonder of the world

http://en.wikipedia.org/wiki/Giant's_Causeway

wiki link for the wonder.:goodjob:

Natural Wonders are a totally different element than what I am doing. Natural Wonders are placed on the map at the beginning of the game and don't require construction. I'm not sure what other game effects would be involved. There would probably have to be two sets of effects, one for discovery and one for control. It's come up more than once on this forum.
 
One gift from the combat mod that has as of yet gone unmentioned.
use as:
Code:
<UnitCombatProductionCostModifiers>
          <UnitCombatProductionCost>UNITCOMBAT_MELEE</UnitCombatProductionCost>
          <iUnitCombatProductionCostModifier>5</iUnitCombatProductionCostModifier>
</UnitCombatProductionCostModifiers>
Please refer to the schema to find the proper placement order slot:
Code:
		<element type="TechCommerceChanges" minOccurs="0"/>
		<element type="TechYieldChanges" minOccurs="0"/>
		<element type="TechSpecialistChanges" minOccurs="0"/>
		<element type="TechCommerceModifiers" minOccurs="0"/>
		<element type="TechYieldModifiers" minOccurs="0"/>
		<!-- Technology Affected Buildings: END -->
		<element type="bDCMNukesOkay" minOccurs="0"/>
		<element type="iDCMAirbombMission" minOccurs="0"/>
		<element type="PropertyManipulators" minOccurs="0"/>
		<element type="GlobalBuildingExtraCommerces" minOccurs="0"/>
		<!-- TB Combat Mods begin -->
		<element type="iAidRate" minOccurs="0"/>
		<element type="iTradeCommunicability" minOccurs="0"/>
		<element type="iFrontSupportPercentModifier" minOccurs="0"/>
		<element type="iShortRangeSupportPercentModifier" minOccurs="0"/>
		<element type="iMediumRangeSupportPercentModifier" minOccurs="0"/>
		<element type="iLongRangeSupportPercentModifier" minOccurs="0"/>
		<element type="iFlankSupportPercentModifier" minOccurs="0"/>
		<element type="FreePromoTypes" minOccurs="0"/>
		<element type="DiseaseTypes" minOccurs="0"/>
		<element type="UnitCombatRetrainTypes" minOccurs="0"/>
		<element type="UnitCombatRepelModifiers" minOccurs="0"/>
		<element type="UnitCombatProductionCostModifiers" minOccurs="0"/>

I will try that out and see how it works.
 
A wonder what should be in before many other wonders is the giants causeway northern ireland. Its known for being the 7th wonder of the world

http://en.wikipedia.org/wiki/Giant's_Causeway

wiki link for the wonder.:goodjob:

Natural Wonders are a totally different element than what I am doing. Natural Wonders are placed on the map at the beginning of the game and don't require construction. I'm not sure what other game effects would be involved. There would probably have to be two sets of effects, one for discovery and one for control. It's come up more than once on this forum.

I believe the Giant's Causeway is in the "Natural Wonder's" mod which is on our list of mods to merge. We just need to decide which version to use Platyping's or the official one or both.
 
Simple Comparison for you:

1) Mine is currently set to trigger only after a project is built, although it is not hard to move it to onGameStart.
Jamie's one is set to trigger directly at the start.

2) Mine has to use a hard codded list to check which are Natural Wonders.
Jamie edited SDK to add a NW tag to feature info, so he can check isNaturalWonder() directly.

3) Mine uses simple python function canHaveFeature() to check which plots are potential plots.
Jamie uses hard codded list with one if statement for each check.
The pro is that mine checks the XML tags directly to determine, so changes are easy and don't need a chunk of if statements.
The con is that the conditions are limited by the XML tags, whereas Jamie can specify more conditions, but shouldn't be an issue since C2C likes to add new tags anyway.

4) Since mine spawns in the middle of a game, doesn't make sense to add discovery bonus.
 
I believe the Giant's Causeway is in the "Natural Wonder's" mod which is on our list of mods to merge. We just need to decide which version to use Platyping's or the official one or both.

Great news i cant wait to see it in this mod.
Is there a download link where i can add this natural wonders mod myself? Or do i have to wait untill you guys merge it?
 
I just ask it a second time, about the Achievment National Wonders (the one buildable by some heroes), we have 5 things they dont improve : Crime, Stability, Air Pollution, Water Pollution and Disease (anf Flammability, but I dont think a wonder decreasing flammability is a good idea)
So, my idea is 2 new Achievment national Wonder :
- Ecological Achivment (-10 Air Pollution, Water Pollutiona and Disease in all cities). Maybe add a Req : Ecology
- ??? Achievment (-10 Crime, +10 national Stability bonus in all cities)
 
Great news i cant wait to see it in this mod.
Is there a download link where i can add this natural wonders mod myself? Or do i have to wait untill you guys merge it?

It needs python or SDK work to merge either in. I was going to use both since C2C has more terrains than standard BtS.

The one using SDK is here (@Thunderbrd this has the new tags we need). Platypings is here (can't find it at the moment).

I just ask it a second time, about the Achievment National Wonders (the one buildable by some heroes), we have 5 things they dont improve : Crime, Stability, Air Pollution, Water Pollution and Disease (anf Flammability, but I dont think a wonder decreasing flammability is a good idea)
So, my idea is 2 new Achievment national Wonder :
- Ecological Achivment (-10 Air Pollution, Water Pollutiona and Disease in all cities). Maybe add a Req : Ecology
- ??? Achievment (-10 Crime, +10 national Stability bonus in all cities)

"Rule of Law" achievement?
 
I just ask it a second time, about the Achievment National Wonders (the one buildable by some heroes), we have 5 things they dont improve : Crime, Stability, Air Pollution, Water Pollution and Disease (anf Flammability, but I dont think a wonder decreasing flammability is a good idea)
So, my idea is 2 new Achievment national Wonder :
- Ecological Achivment (-10 Air Pollution, Water Pollutiona and Disease in all cities). Maybe add a Req : Ecology
- ??? Achievment (-10 Crime, +10 national Stability bonus in all cities)

+1 to this idea
 
It needs python or SDK work to merge either in. I was going to use both since C2C has more terrains than standard BtS.

The one using SDK is here (@Thunderbrd this has the new tags we need). Platypings is here (can't find it at the moment).

I'll probably put that on the list for a merge effort after the next release so as not to put us back any on trying to get this smoothed over for the next version. (also buys me some time to do some desired tweaks on the combat mod programming first.)
 
I've mentioned Ellis Island in a couple of other threads. Here is my current version. I think this ties in to a couple different subsystems. First, it's a helper for Culture buildings; it's supposed to provide all of the basic continental cultures. Second, it's a helper for Civic buildings, in that Ellis Island is the Open Borders Civic building.

View attachment 332913View attachment 332914

What's missing:
  • Free Culture (African) in every city
  • Free Culture (American) in every city
  • Free Culture (Asian) in every city
  • Free Culture (Middle Eastern) in every city
  • Free Culture (Oceanian) in every city

The problem with the current XML is that you can only grant one free building per built building using the <FreeBuilding> tag. I picked European as a placeholder. So there needs to be a way for one building to provide more than one free building. There are a couple of other options that I think are possible, but I'm not sure if they are good ones:
  • Create a Culture (Ellis Island) building and redefine all buildings that use Culture to use either Culture (X) or Culture (Ellis Island) -- not very elegant
  • Redefine all Culture (X) buildings [provided by Native Culture (X)] as resources instead of buildings
I think there may be a brute-force Python workaround possible by having Python place all the Native Culture (X) buildings on Ellis Island's completion, but that would not play well with the Civic Building rules. If you switch off a civic building's civic, you lose all benefits of that wonder.

Also keep in mind that most of the cultures that are unlocked by Ellis Island appear at much earlier technologies (I think Prussian is the only exception, and only if it hasn't been moved off Romanticism), so if another civilization has the right base culture and resources, it will get first crack at the cultures. Ellis Island will give you a chance at any culture that hasn't been built yet.
 
Back
Top Bottom