Wonder Ideas for C2C

Here's another wonder from my original batch of ideas: Westminster Abbey. This was a Wonder that I thought of just as I was starting to get into modding and thought you could adjust anything that was expressed as a number. It turns out that some numbers need much more work to adjust.

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What's missing:


The idea behind Westminster Abbey is that it honors your dead national figures. Therefore, it boosts any Great Person effect that is expressed as a one-time bonus (so it doesn't help Prophets with Shrines or Scientists with Academies; I'm not sure about XP from Great Generals). I thought of Westminster Abbey first, then I thought of extending the ability to single types of Great Persons and increasing the bonus, which led to Pere Lachaise Cemetery. At the very least, I want this to do something with Great Persons.

What do you think of this one?

Are you not able to do that via Python?
 
Here's another wonder from my original batch of ideas: Westminster Abbey. This was a Wonder that I thought of just as I was starting to get into modding and thought you could adjust anything that was expressed as a number. It turns out that some numbers need much more work to adjust.

View attachment 335944View attachment 335945

What's missing:


The idea behind Westminster Abbey is that it honors your dead national figures. Therefore, it boosts any Great Person effect that is expressed as a one-time bonus (so it doesn't help Prophets with Shrines or Scientists with Academies; I'm not sure about XP from Great Generals). I thought of Westminster Abbey first, then I thought of extending the ability to single types of Great Persons and increasing the bonus, which led to Pere Lachaise Cemetery. At the very least, I want this to do something with Great Persons.

What do you think of this one?

I like it. The variety of effects from various wonders like this would enrich the game I think.
 
I like it. The variety of effects from various wonders like this would enrich the game I think.

If someone can create the tag, I'd like to use it on several Wonders that right now have just basic mechanical effects. I think Silk Road and Edison's Workshop would really benefit from applying this tag to one particular type of Great Person. Example: Instead of +100% :gold:, Silk Road could grant +50% :gold: and +50% :gold: from Great Merchant Trade Missions.
 
Are you not able to do that via Python?

I don' t think I can in a good way. I thought of a couple different ways I could do it:

I could use onSelectionGroupPushMission to increase effects, but that wouldn't display right in the XML and the AI wouldn't be able to evaluate it.

I don't think that Python can change the modifiers in CIV4GameSpeedInfo.xml; at least, I haven't seen a Python function that can do it. Even if it could change the modifiers, I don't know if the changes would survive modifier recalculation and I don't think the Python would be able to easily handle the Wonder changing hands or going obsolete.

I think a new XML tag is the proper way to create the effect I want, and as I said, I think the effect is extendable to other Wonders as well. I often have 2-3 Wonders in mind for any new tag that I request, so that we're not going to a lot of effort for just one building.
 
@Vokarya:

Would you be willing to provide a list of the tags you want for your skeleton wonders? I'll see if I can take a crack at some of them, a few seem simple enough to do.
 
@Vokarya:

Would you be willing to provide a list of the tags you want for your skeleton wonders? I'll see if I can take a crack at some of them, a few seem simple enough to do.

OK, here's what I want, and how I think it should be done (I may be totally wrong on some of these, so don't take what I say as absolute truth):

<iBuildStability>: Revolutions only. Reduces instability in all cities by X when built, one-time effect. Effect should be similar to the stability change for adopting a new civic.

<iGlobalStateReligionHappiness>: Increases the happiness from your State Religion by X. Is not dependent on having a particular religion as your state religion.

Four tags for corporations:
<iCorporationMaintenance>: Increases or decreases (by %) maintenance for corporations in the building city.
<iGlobalCorporationMaintenance>: Increases or decreases (by %) maintenance for corporations in all cities in your civilization.
<iCorporationIncome>: Increases or decreases income (by %) for corporate headquarters in this city.
<iGlobalCorporationIncome>: Increases or decreases income (by %) for corporate headquarters in all cities in your civilization.

<SpecialistCommerceChanges>: Changes the commerces (:gold:/:science:/:culture:/:espionage:) of all specialists of a particular type; a hybrid between <SpecialistExtraCommerces> and <SpecialistYieldChanges>. This is the idea I have in mind:
Code:
<SpecialistCommerceChanges>
	<SpecialistCommerceChange>
		<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
		<CommerceChanges>
			<iCommerce>2</iCommerce>
			<iCommerce>0</iCommerce>
			<iCommerce>0</iCommerce>
			<iCommerce>0</iCommerce>
		</CommerceChanges>
	</SpecialistCommerceChange>
</SpecialistCommerceChanges>

<GlobalSpecialBuildingCommerces>: Like <GlobalBuildingExtraCommerces>, but applies to all buildings of a particular special type (like SPECIALBUILDING_TEMPLE) instead of all buildings of a particular building class.

<SpecialBuildingHappinessChanges>: Like <BuildingHappinessChanges>, but applies to all buildings of a particular special type (like SPECIALBUILDING_TEMPLE) instead of all buildings of a class.

<GlobalStateReligionCommerce>: Provides commerce bonuses from each city with your state religion, using the <iCommerce> tags. This tag is not specific to a particular religion being the state religion.

<ExtraFreeBuildings>: Allows you to specify more than one free building to be granted by a particular building.

<iCrusade>: Units get +X% attack against the civilization that controls your state religion's Holy City.

<iHolyCityDefense>: Cities get +X% defense while you control your state religion's Holy City.

<bNoHolyCity>: If set to 1, building cannot be built in a Holy City.

<MissionEnhancers>: Specify a unit and a mission. When the given unit performs the given mission, multiply the results by +X%. This is the code I have in mind (for example, increase Great Artist's Great Work by +50%):
Code:
<MissionEnhancers>
	<MissionEnhancer>
		<Mission>MISSION_GREAT_WORK</iMission>
		<UnitClass>UNIT_ARTIST</UnitClass>
		<iMissionEnhancement>50</iMissionEnhancement>
	</MissionEnhancer>
<MissionEnhancers>

<SpecialistExtraHappinesses>: +X Happiness (or unhappiness) from all Specialists of a given type. Should be able to set more than one per building.

<SpecialistExtraHealths>: +X Health (or unhealth) from all Specialists of a given type. Should be able to set more than one per building.

Some tags that I haven't posted the Wonder for yet:
<iRouteSpeed>: Provides an effect equivalent to the Python changeRouteChange function, but contingent on control of the building (so it can be captured/destroyed).

<ImprovementFreeSpecSpecialists>: This is a variation on <ImprovementFreeSpecialists>. I would like to be able to set a particular type of specialist and a count of how many improvements of the given type would be required. For example, this would allow 1 free Engineer per 3 Mines in the city's radius:
Code:
<ImprovementFreeSpecSpecialists>
	<ImprovementFreeSpecSpecialist>
		<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
		<ImprovementType>IMPROVEMENT_MINE</ImprovementMine>
		<iImprovementRequired>3</iImprovementRequired>
	</ImprovementFreeSpecSpecialist>
</ImprovementFreeSpecSpecialist>

<iNationalWonderCount>, <iWorldWonderCount>: Limited Wonders only. Increases this city's National or World Wonder capacity by +/-X.

I think that's all the tags I have in mind. I am still not exactly sure what to do for Berlin Wall. We can figure that one out later.

One more request:
Can you look into the code and determine how the membership for the diplomatic wonders is calculated? I would like Congress of Vienna to exclude anyone who is at war with the owner of the Congress.
 
I'm a little more flexible with naming conventions for Wonders than I am with tech names. I believe tech names should be absolutely short, to the point, with no unnecessary words. Buildings that you're going to build in every city should also be pruned down. Wonders, however, can be a little more florid. Especially if the opportunity is there to use a name in its native language. Like Yasnaya Polyana.

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What's missing:
  • 1 free Artist for every 3 Farms in city radius

Yasnaya Polyana is Leo Tolstoy's estate. As I said, I'm not a big fan of naming Wonders after persons, especially since with the Great Person system, the Person and their Wonder may appear at very different portions in time. So I went with the name of the estate.

The effect that I want to achieve is free Artist specialists, but limited by the number of Farms you have in the city's radius. This effect is similar to <ImprovementFreeSpecialists> (National Park's ability), but restricted in that it both only allows one particular type of specialist and it doesn't provide a straight 1-to-1 like National Park does. (I think 20+ free Artists may be too powerful.) This is the <ImprovementFreeSpecSpecialists> tag I asked about.
 
Here is the last of my original Wonder ideas. Zurich-Orbital is a corporate space station. The name has appeared in several different cyberpunk works, including Neuromancer, Shadowrun, and GURPS Cyberworld, so I thought it appropriate to include. It's also my first crack at the Orbital mechanics.

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What's missing:
  • +25% income from all Corporations in your civilization

I wanted Zurich-Orbital to be the orbital equivalent of a Swiss bank. It safeguards assets (gold) and secrets (espionage). I think the text of Orbital buildings can be upgraded quite a bit; it's too wordy at the moment, but that can be tweaked.

The other asset that Zurich-Orbital offers is the Zurich-Orbital Uplink. This is a building that can be built in any city once you have Z-O built. Then you have guaranteed secure transmission between that city and Z-O.

View attachment 336279

Let me know what you think. After this, I'm going to start working on some of the really good ideas suggested in this thread. I've already gotten a few good ideas that I can see where the "hook" is -- sometimes that's the hardest part, because I want to distinguish ordinary buildings from Wonders.
 
The orbital things for what you are doing (gold and espionage) are all in, only the AI won't understand them.

Which brings up a good point, PLS try to understand the AI more and how to change things, before adding such (great ideas), AI for me right now is the MOST important. . . SO
 
Which brings up a good point, PLS try to understand the AI more and how to change things, before adding such (great ideas), AI for me right now is the MOST important. . . SO

As I understand it, <Orbital> only applies to the <CommerceChanges> (straight bonuses), not the <CommerceModifiers> (percentage changes). So the AI should still be able to see that Zurich-Orbital will give a gold and espionage bonus and build it in a city that can benefit from increasing those bonuses.

The real effects that I am going for are the Corporation income bonus (which doesn't exist yet) and the Uplink building. The Orbital mechanic is not something I would have thought of, but I'm happy to include it in order to try it out.
 
As I understand it, <Orbital> only applies to the <CommerceChanges> (straight bonuses), not the <CommerceModifiers> (percentage changes). So the AI should still be able to see that Zurich-Orbital will give a gold and espionage bonus and build it in a city that can benefit from increasing those bonuses.

The real effects that I am going for are the Corporation income bonus (which doesn't exist yet) and the Uplink building. The Orbital mechanic is not something I would have thought of, but I'm happy to include it in order to try it out.

Making it apply on the percentages would get out of hand quickly, so I don't intend to do that.

And regarding the AI, I talked to Koshling about that and he said that the AI would not see it doing that because the actual benefits are dependent on other things (how populous your city is and how much Orbital Infrastructure you have).
 
OK, here's what I want, and how I think it should be done (I may be totally wrong on some of these, so don't take what I say as absolute truth):

<ExtraFreeBuildings>: Allows you to specify more than one free building to be granted by a particular building.

Don't forget that this and the other Free Buildings tags must take into account any vicinity requirements and prerequisite buildings the building has and not give the building if those requirements are not met.
 
Don't forget that this and the other Free Buildings tags must take into account any vicinity requirements and prerequisite buildings the building has and not give the building if those requirements are not met.

All I want is the ability to extend the <FreeBuilding> tag to more than one building, with the exact same functionality that the regular <FreeBuilding> tag gives.
 
@Vokarya:

I've made you the bNoHolyCity tag you requested, is it was really easy. I'll look and see what other ones will be easiest for me to make before V28, but here's one for now.
 
@Vokarya:

I've made you the bNoHolyCity tag you requested, is it was really easy. I'll look and see what other ones will be easiest for me to make before V28, but here's one for now.

Thanks. I'm intending this tag as a balancing feature on El Camino de Santiago, since that Wonder is supposed to act as a second Shrine (+1 :gold: per city with your State Religion), but I don't want it stacking with the main shrine.
 
Thanks. I'm intending this tag as a balancing feature on El Camino de Santiago, since that Wonder is supposed to act as a second Shrine (+1 :gold: per city with your State Religion), but I don't want it stacking with the main shrine.

That could be a problem because not all Holy Shrines give :gold: many give :culture: and at least one gives :science:.
 
That could be a problem because not all Holy Shrines give :gold: many give :culture: and at least one gives :science:.

I was referring to the most common Shrine effect, not any specific shrine. The tag I want is a <GlobalStateReligionCommerce> tag with attached <iCommerce> tags so that I can specify exactly which Commerce gets boosted, and without having to make the Wonder religion-specific. The GlobalReligionCommerce> tag demands a particular religion, and I want to stay away from that so as not to throw off the religion balance.
 
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