Wonder Ideas for C2C

Well, I was feeling creative and decided to finish working up a few more ideas to post. I know we're in the freeze now, so I won't be putting them up on the SVN until after Halloween. Here is the first of them: the House of Wisdom. This is a Medieval-era religious/science wonder.

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What's missing:
  • Priest specialist in all cities: -1 gold, +1 science

The House of Wisdom would use the same Specialist Commerces mechanic that I suggested for several other Wonders. In this case, instead of adding to a specialist, I'm converting 1 gold into 1 science for each Priest specialist. I originally thought of this -1 gold/+1 science idea because I didn't want to overshadow University of Sankore. I don't know of another mechanic that would be usable, but I'm listening if anyone has suggestions.
 
I like that one! With all the gold not being equivalent to commerce, this is a nice way to point out the difference to newer players and is, although somewhat minor, a really nice effect considering that lack of absolute equivalency.
 
Here is another concept that I have had for a very long time (about when I first starting coming up with Wonders) but didn't have the right XML to do completely. Krak des Chevaliers is a Crusader castle in Syria. Right now, it's just a super-Castle, but I do have a mechanic idea for it to properly represent crusading.

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What's missing:
  • Units attack at +20% strength when fighting units owned by the player controlling your State Religion's Holy City
  • +25% defense in all cities if you control your State Religion's Holy City

This idea was inspired by the Revolution mechanic of increased stability from certain religious civics while you hold your State Religion holy city. I didn't realize at the time that XML is actually much more limited in the effects it can do. Still, I think these two mechanics (and I'd like them to be two separate XML tags) offer some potential for other Wonders to represent the fervor of holy war.
 
Here's another idea. I chalk this one up to "why haven't we done this yet?" It started with the Advertising Agency. This is an ordinary building.

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Build enough Advertising Agencies and you can then build Madison Avenue. I may have put too many abilities on this one, because there's still a couple of abilities that I want to add. Let me know if you think any abilities should get cut.

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What's missing:
Advertising Agency:
  • +25% faster production of Executives
  • +10% income from Corporations in this city
Madison Avenue
  • +50% faster production of Executives
  • +25% income from Corporations in this city
  • +10% income from all Corporations in your civilization

The Executive-speed abilities are waiting on Thunderbrd's re-definition of the UnitClassProduction ability as a +production instead of -cost. I agree that reducing costs can spiral out of control, and increasing production (since these modifiers aren't cumulative with each other) is safer. The Corporation abilities are a new set of XML tags that I think I proposed before in conjunction with Bank of China Tower:
  • <iCorporationIncome> modifies corporation income in this city
  • <iGlobalCorporationIncome> modifies corporation income across your civilization
  • <iCorporationMaintenance> modifies corporation maintenance in this city
  • <iGlobalCorporationMaintenance> modifiers corporation maintenance across your civilization

Some notes:
I did the Advertising Agency button myself in GIMP. I thought that an ad agency building wouldn't look that much different from a regular office building, so I tried to design something that would look like a generic advertising logo.

I like being able to put Advertising Agency and Madison Avenue at separate technologies (Propaganda vs. Consumerism); ad agencies start to appear in the late 1800's, while Madison Avenue doesn't become the heart of the advertising industry until the 1920's. That is where I get the tech difference.

Advertising Agency requires Officium or Modern Offices because there is a chance you can get to Propaganda without Civil Engineering (for Modern Offices) and I don't like additional hidden tech requirements based on buildings/religions/resources.

The reason these go obsolete at Androids is because that is when the Post-Scarcity civic appears. Once you get there, there isn't as much of a need for advertising.
 
Here's a completely skeletal Wonder. Père Lachaise Cemetery is a Napoleonic cemetery originally created as a cemetery for all to be buried equally, without regard to religion or any other factor. Today, one of the most famous features of the cemetery is the number of artists buried there -- which inspired a truly unique ability.

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What's missing
  • +50% :culture: from Great Artist producing Great Work

Since Père Lachaise is a cemetery, it should only honor dead artists. In other words, it only gives you a benefit when you expend the Great Artist for a Great Work. Basically, what I would like is to have buildings (I would only use this tag on Wonders) have the ability to affect missions, like this:

Code:
<MissionEnhancers>
	<MissionEnhancer>
		<Mission>MISSION_GREAT_WORK</iMission>
		<UnitClass>UNIT_ARTIST</UnitClass>
		<iMissionEnhancement>50</iMissionEnhancement>
	</MissionEnhancer>
<MissionEnhancers>

This would give +50% culture when a Great Artist performed the Great Work mission. I think this effect could be approximated in Python, but I don't want to go there because the AI wouldn't be able to evaluate the bonus appropriately and the bonus wouldn't show up properly on mouseovers (I would like the text to show the proper results when you mouse over the button). Something like this may already be buried in the code somewhere, so if it is, please let me know.
 
Cool. BTW I have had "Modeling Agency" on my todo list since before C2C was a mod. Someday I will get to it. I like your Advertising Agency though.

Thanks. I think we should try and do more with Artists and especially Great Artists. I think Artists aren't getting enough attention right now and I have a few Wonders that will help with that. Pere Lachaise is one of them.
 
TB from the SVN thread said:
Update

Fixed issue with CombatClassProductionCostModifier tag on buildings. It is now called CombatClassProdModifier and operates as any other Production Modifier. All schemas that included this tag and Vokarya's info file that utilized it have been properly updated. Texts dealing with the tag now read as other Production Modifier texts.

Tis' ready for further use.
 
Tis' ready for further use.

Great! Thank you. I plan on using this on Advertising Agency and Madison Avenue, and I also want to use it on a Scriptorum building to come at Scriptures tech, to give +25% Missionaries production.

A very minor suggestion: on the TXT_KEY_BUILDING_UNIT_COMBAT_PROD_POSITIVE_MODIFIER and TXT_KEY_BUILDING_UNIT_COMBAT_PROD_NEGATIVE_MODIFIER, could you please take off the period at the very end of the text? Most of the bullet-point entries don't have punctuation.
 
Great! Thank you. I plan on using this on Advertising Agency and Madison Avenue, and I also want to use it on a Scriptorum building to come at Scriptures tech, to give +25% Missionaries production.

A very minor suggestion: on the TXT_KEY_BUILDING_UNIT_COMBAT_PROD_POSITIVE_MODIFIER and TXT_KEY_BUILDING_UNIT_COMBAT_PROD_NEGATIVE_MODIFIER, could you please take off the period at the very end of the text? Most of the bullet-point entries don't have punctuation.

Sure. I really didn't know if they should be there or not... figured I'd see them in game and take out if necessary.
 
Great! Thank you. I plan on using this on Advertising Agency and Madison Avenue, and I also want to use it on a Scriptorum building to come at Scriptures tech, to give +25% Missionaries production.

A very minor suggestion: on the TXT_KEY_BUILDING_UNIT_COMBAT_PROD_POSITIVE_MODIFIER and TXT_KEY_BUILDING_UNIT_COMBAT_PROD_NEGATIVE_MODIFIER, could you please take off the period at the very end of the text? Most of the bullet-point entries don't have punctuation.

Let us know if these start to get widespread use, because there is zero AI evaluation of them, so benefits they give are utterly invisible to the AI currently.
 
Let us know if these start to get widespread use, because there is zero AI evaluation of them, so benefits they give are utterly invisible to the AI currently.

Could you use the same AI routines that evaluate <DomainProductionModifiers> and <UnitClassProductionModifiers>? Are those invisible to the AI as well? I think those XML tags have been around for a while.
 
Could you use the same AI routines that evaluate <DomainProductionModifiers> and <UnitClassProductionModifiers>? Are those invisible to the AI as well? I think those XML tags have been around for a while.

Yes, it just needs very similar coding as those calls. Shouldn't be hard to do - mostly cut and paste and tweak slightly. I'm hoping TB will have a go at it ;)

@tb - if you do then I'm happy to review what to do and walk you through corrections if necessary.
 
As I said its on my list.

From what I understood from your answer to my question on building AI, tags weren't really individually evaluated though... and now it seems they are? I guess I was holding off a bit because I was confused on that. Figured I'd just go take a look at the code on that soon.

I wanted to get to this but I had another project on the list give me some hangups this weekend. Figured I should get that all sorted out and onto the SVN first.
 
As I said its on my list.

From what I understood from your answer to my question on building AI, tags weren't really individually evaluated though... and now it seems they are? I guess I was holding off a bit because I was confused on that. Figured I'd just go take a look at the code on that soon.

I wanted to get to this but I had another project on the list give me some hangups this weekend. Figured I should get that all sorted out and onto the SVN first.

They always have been.
 
What about George Orwell's 1984? It could be unlocked at Fascism, and cost 3000 hammers. Does anyone have any good ideas as far as effects of the wonder are concerned?
 
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