Wonder Ideas for C2C

Great work as always. Now the Zizkov Television Tower is not alone. ;)



I was thinking of having extensions to the Zoo for the various ice age megafauna. That could be built if you ever had one of the various types but have not gotten round to it. The bonuses could go on those buildings.

That could work too. Whatever you come up with, I can modify my stuff to fit.
 
These are all so cool.

And I too have some ideas for Jurassic Park-like stuff for the Biopunk tech. See the Biopunk thread for the ideas.

I didn't think to go back and look there. I was trying for a "straight" approach to the parks. Especially when I found out that Pleistocene Park was a real project, that's when I decided to make both of them.

I have a hard time distinguishing between what's supposed to be "biopunk" and what is just ordinary stuff along our current Transhuman-Galactic tech tree. I have a better feel for cyberpunk because I think there's a better division between the cyberpunk stuff and the somewhat "utopian" approach that the rest of the tech tree takes.
 
Two questions. ;)

1) are you going to move the art for all these wonders into the core area so that they can be put into the FPK files?

2) I have been converting some of Platyping's wonders to C2C. Not all fit and we already have good versions of others. I have been doing the conversion but I am having trouble keeping up with changes and the new ones. Can you help? You have done some python.
 
Two questions. ;)

1) are you going to move the art for all these wonders into the core area so that they can be put into the FPK files?

Sure, but you'll have to explain to me what that means. I'm sure I can do it if I know what I am supposed to do.

2) I have been converting some of Platyping's wonders to C2C. Not all fit and we already have good versions of others. I have been doing the conversion but I am having trouble keeping up with changes and the new ones. Can you help? You have done some python.

I can try. I've just been learning Python as I go to create a specific effect. Which wonders would you like me to look at?
 
Sure, but you'll have to explain to me what that means. I'm sure I can do it if I know what I am supposed to do.

Since you now have your art in the correct structure "all" you need to do is move the art folder from each wonder into the assets file. To be safe you should do it in your working/playing folders first, test it and if it works then do it in the SVN.

I can try. I've just been learning Python as I go to create a specific effect. Which wonders would you like me to look at?

Now you put me on the spot. ;) I will need to get back to you on that.
 
Now you put me on the spot. ;) I will need to get back to you on that.

I can wait on this. On another note, do you know who is responsible for the Lascaux Paints wonder? Its <bNeverCapture> tag is set to 1, so it will automatically be destroyed if the city it is in gets conquered. I would like ALL world wonders to be conquerable, but not all of them are. I have a list, but many of them are in others' modules, so I don't want to mess with them.
 
I can wait on this. On another note, do you know who is responsible for the Lascaux Paints wonder? Its <bNeverCapture> tag is set to 1, so it will automatically be destroyed if the city it is in gets conquered. I would like ALL world wonders to be conquerable, but not all of them are. I have a list, but many of them are in others' modules, so I don't want to mess with them.

It is the only wonder in the Modules/Wonder folder. If you want someone to change their XML just point it out to them and they will probably do it for you.
 
Since you now have your art in the correct structure "all" you need to do is move the art folder from each wonder into the assets file. To be safe you should do it in your working/playing folders first, test it and if it works then do it in the SVN.

OK, I think I understand how to move the art now. I will have to try moving some of the art around and see what happens.
 
I can't find it now but I think in Civ III Rise and Rule mod there was a Roman roads wonder, where it paved with stone all the roads in currently owned territory and gave you 2 fast workers. I always thought that was cool and it came along the same time as the Great Wall.
 
I can't find it now but I think in Civ III Rise and Rule mod there was a Roman roads wonder, where it paved with stone all the roads in currently owned territory and gave you 2 fast workers. I always thought that was cool and it came along the same time as the Great Wall.

What you're asking for is what I usually see referred to as the Appian Way. I have this Wonder laid out, but there's an XML tag missing. Here's what I have for the moment:
  • Requires Construction
  • Obsolete at Railroad
  • Requires Paved Roads building (3 total)
  • Cost 500 hammers, double production speed with Stone
  • +2 culture, +2 GPP (Great Merchant)
  • +50% trade route income
  • +1 Road and Paved Road movement

The last part (+1 road movement) is an XML tag that's missing. You can adjust a route's movement with technologies or events, but not with buildings. I'd like to be able to adjust Road/Paved Road movement with the Appian Way and Railroad/Electric Railroad movement with the Golden Spike.
 
What you're asking for is what I usually see referred to as the Appian Way. I have this Wonder laid out, but there's an XML tag missing. Here's what I have for the moment:
  • Requires Construction
  • Obsolete at Railroad
  • Requires Paved Roads building (3 total)
  • Cost 500 hammers, double production speed with Stone
  • +2 culture, +2 GPP (Great Merchant)
  • +50% trade route income
  • +1 Road and Paved Road movement

The last part (+1 road movement) is an XML tag that's missing. You can adjust a route's movement with technologies or events, but not with buildings. I'd like to be able to adjust Road/Paved Road movement with the Appian Way and Railroad/Electric Railroad movement with the Golden Spike.

I liked that wonder in earlier mods. Especially because it gave different road graphics to your empire than the other civs had.
 
What you're asking for is what I usually see referred to as the Appian Way. I have this Wonder laid out, but there's an XML tag missing. Here's what I have for the moment:
  • Requires Construction
  • Obsolete at Railroad
  • Requires Paved Roads building (3 total)
  • Cost 500 hammers, double production speed with Stone
  • +2 culture, +2 GPP (Great Merchant)
  • +50% trade route income
  • +1 Road and Paved Road movement

The last part (+1 road movement) is an XML tag that's missing. You can adjust a route's movement with technologies or events, but not with buildings. I'd like to be able to adjust Road/Paved Road movement with the Appian Way and Railroad/Electric Railroad movement with the Golden Spike.

That is one of the ones platyping has converted. It was done by GIR for BtS. It actually places "Imperial Roads" on all plots in your empire and gives you two workers that can only build those roads. No other unit can. I had it working fine in RoM way back so it should work in C2C OK.
 
That is one of the ones platyping has converted. It was done by GIR for BtS. It actually places "Imperial Roads" on all plots in your empire and gives you two workers that can only build those roads. No other unit can. I had it working fine in RoM way back so it should work in C2C OK.

Personally I'd rather tweak this so that the Python (I presume?) replaces your existing (lesser) routes with the imperial roads, rather than spams them onto every plot. Sounds good though.
 
Personally I'd rather tweak this so that the Python (I presume?) replaces your existing (lesser) routes with the imperial roads, rather than spams them onto every plot. Sounds good though.

I took at that, and there's a couple things that I don't like:
  • I don't like that it's a Project; I think the Appian Way needs to be capturable.
  • It comes too early. It needs to be Classical, not Ancient. That's why I picked Construction.
  • I especially don't think we need another Route type.

Is there a way to boost Worker production speed for just a type of improvement? I could see the Appian Way boosting Worker production speed for Road and Paved Road.
 
This is the original codes of Via Appia of GIR.

1) It doesn't add 2 special workers that can build the special new routes.
It only adds 2 workers with some promotions and rename them as constructors.
To me, this is redundant so I didn't bother.

2) I placed it in The Wheel because
i) Construction tech is fullly utilised in my mod :D
ii) I lowered it from 4 tiles movement to 3 tiles movement, so normal road with +1 movement = new road, thus, there isn't a point of building it once you research the +1 movement tech (Engineering). Since Engineering is so near Construction, leaving it there makes it useless

3) Wonder or Project is up to you. Since the benefits of this is one-off, capturing it does nothing at all so I don't see the point of it being a wonder. Anyway, I don't see a decent artwork for it if it is a wonder.

4) What Koshling suggested can be done, I just left it that way since that is what GIR intended
 
I took at that, and there's a couple things that I don't like:
  • I don't like that it's a Project; I think the Appian Way needs to be capturable.
  • It comes too early. It needs to be Classical, not Ancient. That's why I picked Construction.
  • I especially don't think we need another Route type.

Is there a way to boost Worker production speed for just a type of improvement? I could see the Appian Way boosting Worker production speed for Road and Paved Road.

There isn't currently a way to make worker-line units differentially faster on some improvement types than others. However, it would be a pefectly doable tag. If we did choose to implement it I would suggest it go on promotions, so that it can be earnt in a variety of ways and defined in the XML. You could then define workers that start with this promotion, give it to all extant workers at the time of wonder/project completion, or enable it (well them, since it would allow you to add promotions for all sorts of different improvements) by techs, or by other pre-req promotions.
 
There isn't currently a way to make worker-line units differentially faster on some improvement types than others. However, it would be a pefectly doable tag. If we did choose to implement it I would suggest it go on promotions, so that it can be earnt in a variety of ways and defined in the XML. You could then define workers that start with this promotion, give it to all extant workers at the time of wonder/project completion, or enable it (well them, since it would allow you to add promotions for all sorts of different improvements) by techs, or by other pre-req promotions.

That could work too. I'd rather see the Route Movement increase tag first because that goes on two wonders that I have laid out the artwork and skeleton for. I want to have both an Appian Way that boosts road movement and a Golden Spike that boosts Railroad movement. I'll post it in the Tag Requests thread. That's all I need to finish my version of the Appian Way.
 
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